I ve seen them pinlight two Rats forty-six million miles apart in one and a half milliseconds. As long as people had to try to work the pin-sets themselves, there was always the chance that with a minimum of four hundred milliseconds for the human mind to set a pinlight, we wouldn t light the Rats up fast enough to protect our planoforming ships. The Partners have changed all that. Once they get going, they re faster than Rats. And they always will be. I know it s not easy, letting a Partner share your mind-- It s not easy for them, either, said Underhill. Don t worry about them. They re not human. Let them take care of themselves. I ve seen more pinlighters go crazy from monkeying around with Partners than I have ever seen caught by the Rats.

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--Keith (Rev. W. Gregor). See Bull in the Park, Frog in the Middle. Fox in the Hole All the players are armed with handkerchiefs. One of the players is chosen for Fox, who has his den marked out. The Fox hops out on one leg, with his handkerchief ready to strike. The players gather round him and attack him. If he can strike one of his assailants without putting his foot to the ground from his hopping position, the player so struck is chased by the others into the den, and he then becomes the Fox for another round of the game.--Cork (Miss Keane).

Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge. Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara. Natural Points, those which must be made every deal, such as big and little cassino, high, low, etc.

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Now, in actual civilised warfare small detached bodies do not sell their lives dearly; a considerably larger force is able to make them prisoners without difficulty. Accordingly we decided that if a blue force, for example, has one or more men isolated, and a red force of at least double the strength of this isolated detachment moves up to contact with it, the blue men will be considered to be prisoners. That seemed fair; but so desperate is the courage and devotion of lead soldiers, that it came to this, that any small force that got or seemed likely to get isolated and caught by a superior force instead of waiting to be taken prisoners, dashed at its possible captors and slew them man for man. It was manifestly unreasonable to permit this. And in considering how best to prevent such inhuman heroisms, we were reminded of another frequent incident in our battles that also erred towards the incredible and vitiated our strategy. That was the charging of one or two isolated horse-men at a gun in order to disable it. Let me illustrate this by an incident. A force consisting of ten infantry and five cavalry with a gun are retreating across an exposed space, and a gun with thirty men, cavalry and infantry, in support comes out upon a crest into a position to fire within two feet of the retreating cavalry. The attacking player puts eight men within six inches of his gun and pushes the rest of his men a little forward to the right or left in pursuit of his enemy. In the real thing, the retreating horsemen would go off to cover with the gun, hell for leather, while the infantry would open out and retreat, firing.

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Hall, 1891. _The Laws and Etiquette of Cinch_, issued by the Chicago Cinch Club, 1890. HEARTS. Hearts is supposed by some persons to be an entirely new game; but its leading principle, losing instead of winning tricks, is to be found in many other card games, some of which are quite old. Slobberhannes, Enflé, Schwellen, Polignac, and The Four Jacks, all belong to the same family, but most of them have given way to the more popular game of Hearts. There are several varieties of Hearts, but the principal arrangements are the same in all, and the chief differences are in the manner of settling at the end of the hand. _=CARDS.=_ Hearts is played with a full pack of fifty-two cards, which rank A K Q J 10 9 8 7 6 5 4 3 2: the ace is the highest in play, but in cutting it ranks below the deuce. There is no trump suit. When three persons play, the deuce of spades is thrown out of the pack; when five play, both the black deuces are laid aside, and when six play, all four deuces are discarded.

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In playing on, you should make all the sequences possible, taking chances of your adversary’s being able to continue the run. If you think he is leading you on, you must be guided by the state of the score as to how much you can risk. Toward the end, you must reckon pretty closely how many points you can afford to risk your adversary’s making without putting him out. If you have enough in your hand to get out on the show, you should not attempt to make a single point in play. Pair nothing, for he might come out with a pair royal; make no runs, for he might extend them. But if you have not enough to show out, you must take every chance to peg the difference, because if you cannot get out in play and first show, the dealer has not only both hand and crib against you, but the first show on the next deal. In six-card Cribbage, the usual pegging for the play is five holes for the dealer, and four or five for the non-dealer. By adding this expectation to your show, you can see how many you can hope to peg yourself, and how many the dealer will probably be on hand, crib and peg altogether. The hands should average 7 points, and the cribs 5. FIVE-CARD CRIBBAGE.

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But her heart _couldn t_ stop. The brain can only stand a few seconds of that. I hadn t let it miss three beats. Even as I carried her from the casino, I lifted the main coronary muscle and started a ragged pumping, maybe forty beats a minute. Once in the smaller room I began artificial respiration with my mouth. The sawbones was there in three minutes. I guided the tip of his hypodermic into a vein in her right arm, the one that still had blood coursing through it. He depressed the piston, pumping the antidote into her bloodstream. Little by little I let up on the clamp on her wounded left arm, dribbling the poisoned blood into her system, so that the antidote could react with it gradually. She stayed unconscious.

On the other hand, if it is certain that the adversary cannot make good his bid, do not let him get as close to it as possible, but play boldly to win all you can, for every point he makes is simply lost. Here are a few example hands, which will give a very good idea of some of the fine points in the game. _=No. 1.=_ | | _=No. 2.=_ A bids 8 on hearts. | T | A bids 8 on hearts. The draw: A 2; Y 2; | R | The draw: A 2; Y 3; B 4; Z 5. | I | B 4; Z 4.

Cut Shots, very fine winning hazards. Dealing Off, the same dealer dealing again. Deck-head, an Irish name for the turned trump at Spoil Five. Deadwood, the pins that fall on the alley, in bowling. Décavé, F., frozen out; the entire amount of the original stake being lost. Défausser, se, F., to discard. D’emblée, F., on the first deal; before the draw.

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If the top did not give way, the other players tried in turn. If the top did not split, it was returned to its owner, but any boy who succeeded in splitting it through the middle, so that the peg fell out, took possession of the peg. I have seen a top split at the side in such a way as to be quite useless as a top, though no peg was gained. I remember, too, a schoolfellow of mine drawing from his pocket some seven or eight pegs, the trophied memorials of as many tops.--London (J. P. Emslie). See Hoatie, Hoges, Peg-top. Hairry my Bossie This is a game of chance. The players are two, and may be boys or girls, or a boy and a girl.

| -- | | 2.| -- | -- |Around the green | | | | |gravel. | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- | -- | -- | | 6.|Your grass is so |The grass is so green.|The grass is so green.| | |green. | | | | 7.

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BILLIARDS. _=THE TABLE.=_ The standard American billiard table for championship games is ten feet by five; but that in common use is nine by four and a half. The old tables for the four-ball game had only four pockets, but all modern pool tables have six. The English billiard tables are all twelve feet by six, with six pockets, which are used for both billiards and pool. The head of the table is the end from which the players make their opening shots, and the foot is that on which the red ball is spotted. The baulk is the space at the head of the table behind a line drawn from the second diamonds or “sights” through the white spot. The “D” is the semicircle on the baulk line on English tables. American tables are made more difficult for championship games by drawing baulk lines 8 or 14 inches from the cushions, barring the rail nurse and the anchor shot. The English game is made difficult by making the cushions higher, the pockets narrower, and barring the spot stroke.

=_ In case of ties in points at any table when the bell taps, those having won the most tricks on the next hand are declared the winners. If that is also a tie, the ladies cut to decide it, the lowest cut going up. In cutting, the ace is low, and the jack ranks below the Queen. _=Prizes.=_ Six prizes are usually provided for large companies. The lady and gentleman having the largest number of gold stars taking the first prizes; the largest number of red stars winning the second prizes; and the largest number of green stars the booby prizes. One player cannot win two prizes. In case of ties for the gold stars, the accompanying red stars decide it; if that is also a tie, the player with the fewest number of green stars wins; and if that is still a tie, the players must cut for it. The hostess decides the hour at which play shall cease, and is the referee in all disputes. MILITARY EUCHRE.

Z., the letters used to distinguish the positions of the four players at Whist; A-B being partners against Y-Z., and Z. having the deal. Backgammon. If a player throws off all his men before his adversary has thrown off any, and while one or more of the adversary’s men are still on the side of the board next the winning player, it is a backgammon, or triple game. Bath Coup, holding up Ace Jack on a King led by an adversary. Battre, F., to shuffle. Bedienen, G.

Byford). Follow my Gable [Music] --Earls Heaton, Yorkshire. [Music] --Redhill, Surrey. I. Follow my gable oary man, Follow my gable oary man, I ll do all that ever I can To follow my gable oary man. We ll borrow a horse and steal a gig, And round the world we ll have a jig, And I ll do all that ever I can To follow my gable oary man. --Earls Heaton, Yorks (Herbert Hardy). II. Holy Gabriel, holy man, Rantum roarum reeden man, I ll do all as ever I can To follow my Gabriel, holy man.[3] --Redhill, Surrey (Miss G.

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=_ In all games in which the cards are dealt in bulk, four or six at a time, there is more or less temptation for the greek to gather desirable cards in the pack, leaving them undisturbed in the shuffle. If he can pick up two tricks of the previous deal with eight good cards of the same suit in them, by placing any two tricks of other cards between them, and dealing six at a time, he can tell exactly how many of the eight located cards are in his partner’s hand. For this reason a player who does not thoroughly shuffle the cards should be carefully watched; and an immediate protest should be made against any disarrangement of the tricks as they are taken in during the play, such as placing the last trick taken under the first. If the player doing this is to be the next dealer, any one observing the movement should insist upon his right to shuffle the cards thoroughly; if not to leave the game. We are strongly opposed to dealing the cards in bulk at Cayenne, and see no reason why the methods that prevail in the very similar game of Bridge should not be adopted. _=SUGGESTIONS FOR GOOD PLAY.=_ There is little to add to the rules already given for Whist. The principles that should guide in the making of the trump have been given in connection with the more important game of Bridge; and the suggestions for playing nullo will be fully discussed in the games in which it is a prominent characteristic: Solo Whist, and Boston. Grand is practically Whist after the trumps are exhausted. For the Laws of Cayenne see Whist Family Laws.

Having mastered a number of variations, and learned the object of them in forming his pieces for attack or defence, he will naturally be led to the study of the middle game. In this there are a few general principles which should be steadily kept in view. For attack, the player should secure command of a wide range of the board; but for defence he should concentrate his forces as much as possible. He should be careful not to get his pieces in one another’s way, and not to leave pieces where they can be attacked and driven back by inferior pieces, because that entails a loss of valuable time. A player should never exchange a man in active service for one that is doing nothing. If several lines of play are open, the one offering the most numerous good continuations should be selected. When a player is not ready for attack, he should develop his pieces, and remember that the more of them he can get to bear on the enemy’s King, the better. Supporting pieces should be placed where they are not easily attacked, because good players attack the supports first, so as to isolate the advance guard. Beginners are usually in too great a hurry to give check; the best players do not check until they are ready to follow it up with a mate, or a winning position, or can gain time in developing their pieces. _=END GAMES.

Bandy-cad. Bandy-hoshoe. Bandy-wicket. Banger. Bar. Barbarie, King of the. Barley-break. Barnes (Mr.). Base-ball.

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If there were five players, and the jack pots were all equal in amount, you would have to win one pot out of five to make your investment pay. Can you make this average when your original pair will not beat openers? There are three principles with regard to the draw that should never be lost sight of: (1) An average go-in hand is a hand which will win its proportion of the pools, according to the number playing, taking all improvements and opposition into account. This can be demonstrated to be a pair of tens. (2) The draw is much more valuable to a weak hand than to a strong one, and weak hands will improve in much greater proportion than strong ones will. For instance: The chances for a player to improve by drawing to a pair of Queens are one in three and a half. He may make two pairs, or triplets, or a full hand, or four of a kind. The chances of improvement for a player drawing to two pairs, say Eights up, are only one in thirteen. This consideration leads players to adopt two lines of play: To bet all they intend to on two pairs before the draw, in order to prevent weaker hands drawing cards and improving; or, to discard the smaller pair in order to increase their chances of improvement. (3) The smaller the number of players, the greater the value of the hands; and the larger the number of players, the greater the chance that any given hand will be beaten. When only two play, you can safely bet the limit on a pair of Eights; but in a party of eight players they are hardly worth drawing to.

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E. S. W., letters used to distinguish the players at Duplicate Whist. N always leads, unless otherwise specified. Nursing, keeping the balls together at Billiards, as distinguished from gathering, which brings them together. Odd Trick, the seventh won by the same partners at Whist. Open Bets, bets at Faro which play cards to win. Openers, cards which entitle a player to open a jack-pot. Original Lead, the opening lead of a hand at Whist.

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