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=_ It will sometimes happen that the only four-card suit in the leaderโ€™s hand will be trumps, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King. Many good players will not lead the Queen from a three card suit, unless it is accompanied by the Jack. All such leads are called _=forced=_, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:-- [Illustration: ๐Ÿƒ ๐Ÿƒ› ๐Ÿƒ– | ๐ŸƒŠ ๐Ÿƒ‰ ๐Ÿƒ„ ๐Ÿƒ‹ ๐ŸƒŠ ๐Ÿƒ… | ๐Ÿƒ™ ๐Ÿƒ˜ ๐Ÿƒ” ๐Ÿ‚ซ ๐Ÿ‚ฅ ๐Ÿ‚ฃ | ๐Ÿ‚ท ๐Ÿ‚ถ ๐Ÿ‚ด ] All these rules for leading apply equally to any position at the table when a player opens his own suit for the first time. _=Rules for Leading Second Round.=_ On the second round of any suit, the player holding the best card should play it; or having several equally the best, one of them. If he is Fourth Hand, he may be able to win the trick more cheaply. If the original leader has several cards, equally the best, such as A Q J remaining after having led the King, he should continue with the lowest card that will win the trick. This should be an indication to his partner that the card led is as good as the best, and that therefore the leader must have the intermediate cards.

W. Moore). These verses and the game are now quite forgotten, both in English and Manx. It was sung by children dancing round in a ring. Clowt-clowt A kinde of playe called clowt-clowt, to beare about, or my hen hath layd. --_Nomenclator_, p. 299. Clubby A youthful game something like Doddart. --Brockett s _North Country Words_. Coal under Candlestick A Christmas game mentioned in _Declaration of Popish Impostures_, p.

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| | |24.| -- | -- |She s left off her | | | | |wedding to turn back | | | | |her head. | |25.| -- | -- | -- | |26.| -- | -- |Mother, is it true; | | | | |What shall I do? [Then| | | | |repeat Nos. 14 & 16.] | |27.| -- | -- | -- | |28.| -- | -- | -- | |29.| -- | -- | -- | |30.

Be glad, Wally Bupp, I had time to tell myself. Be glad for a mechanical mind. Where do you lift four thousand pounds of car aimed right at you? Well, there is a small valve, can t weigh half an ounce, lightly spring-loaded, that is in the power-steering mechanism. I seared a lift at it. You know what happened. The feedback of the power-steering wrenched the wheel from the driver s hand--it was ten times as strong as he was, dragging its power as it did from a four-hundred horsepower shaft turning 30,000 rpm. The car careened and skidded across the curb. It took out a small marble rail around the fountain pool and dived in, still screaming rubber. The fountain went over with a crash and then the racket dwindled off in the shriek of twisted buckets. The turbine had gotten what for in the collision.

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172) gives versions of a similar game. Mother Mop All the players, except one, stand two by two in front of each other, the inner ones forming an arch with their hands united--this is called the oven. The odd child is Mother Mop. She busies herself with a pretended mop, peel, &c., after the manner of old-fashioned bakers, making much ado in the valley between the rows of children. The oven soon gets demolished, and the last child vanquished becomes Mother Mop the next time.--Bitterne, Hants (Mrs. Byford). It seems probable that the inner rows of children should kneel or stoop down in order that Mother Mop should have as much trouble as possible with her oven. The game may have lost some of its details in other directions, as there is no apparent reason why the oven is demolished or broken down.

If the second player does not follow suit, the leader wins. The winner of one trick leads for the next, and so on until all twelve tricks are played. Every time a card is played which is better than a Nine, the leader counts one for it, adding the number to the total value of his score as already announced. If the second player wins the trick with any card better than a Nine he also counts one; but if the trick is won by the player who led, there is no extra count for winning it. The winner of the _=last trick=_ counts one for it, in addition to his count for winning it with a card better than a Nine. If the leader wins it, he gets the one extra. If each player wins six tricks, there is no further scoring; but if either player wins the _=odd trick=_ he adds to his score ten points for _=cards=_, in addition to all other scores. If either player wins all twelve tricks, which would be the case in the example hand just given as an illustration, he adds to his score forty points for the _=capot=_; but this forty points includes the scores for the last trick and for the odd trick. A card once laid on the table cannot be taken back, unless the player has renounced in error. There is no _=revoke=_ in Piquet, and if a player has one of the suit led he must play it.

The more thoroughly the adversaries are confused, the greater the advantage to the declarer, especially in the end game. _=With a Trump.=_ When the winning declaration is a suit for trumps, the declarerโ€™s first consideration upon getting into the lead must be whether or not to lead trumps. As a rule, the trumps should be led at once, so as to exhaust the adversaries; but there are exceptional cases, the principal ones being:-- Do not lead trumps from the strong trump hand if it would be to your advantage to put the other hand in the lead with a plain suit, so as to let the trump lead come from the weaker hand to the stronger, as when a finesse in trumps is desirable. Do not lead trumps if you have no good plain suit, and can make more tricks by playing for a cross-ruff. Do not lead trumps if the weaker hand can trump some of your losing cards first. It often happens that a _=losing trump=_ can be used to win a trick before trumps are led. _=At No-trump.=_ The declarerโ€™s first care in a no-trumper must be to select the suit that he will play for. Four simple rules cover this choice:-- 1.

The one who holds the rope-end and standing cries out-- Doncaster cherries, ripe and sound; Touch em or taste em-- Down, you dogs! --Earls Heaton, Yorkshire (H. Hardy). This is evidently a version of Badger the Bear, with a different and apparently degraded formula. Dools A school game. The dools are places marked with stones, where the players always remain in safety--where they dare neither be caught by the hand nor struck with balls. It is only when they leave these places of refuge that those out of the doons have any chance to gain the game and get in; and leave the doons they frequently must--this is the nature of the game. Now this game seems to have been often played in reality by our ancestors about their doon-hills.--Mactaggart s _Gallovidian Encyclopรฆdia_. Down in the Valley I. Down in the valley where the green grass grows Stands E---- H----, she blows like a rose.

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There are five ways of making the principal shots at billiards, and they should be thoroughly mastered by every player. These are: The force, the follow, the draw, the massรฉ, and the side stroke. [Illustration] The first great principle in billiards is that the cue ball will always travel in the _=direction=_ in which the cue is pointed. Holding the cue upward, downward or sidewise makes no difference; the line of travel will be a prolongation of the line of the cue. In the three ways of striking the cue ball shown in the diagram in the margin, the ball will go in the direction of the arrow in each instance. [Illustration] If the cue is held nearly level with the surface of the table the ball will be pushed or rolled along; but if the cue is held perpendicularly, and the ball is struck directly on the top, the ball will be _=pinched=_ to the table, as in the first figure in the margin, and will not move. If the ball is struck off the centre, as in the second figure, it will travel only a short distance, as a result of the cueโ€™s being forced past it toward the cloth, and will then return with a very strong retrograde motion after touching the object ball. If the cue strikes too near the top, the pinch will be too strong for the cue ball to reach the object ball, and if the cue is not held perpendicularly, the ball will not return. If the cue points toward the centre of the ball, as in the third figure, the ball will be driven forward, without any tendency to return after striking the object ball. The latter shot is useful in making a โ€œclose follow,โ€ to avoid making a foul.

_=MARKERS=_ are necessary to count the game points only. Four circular counters for each side, preferably of different colours, are employed, or the ordinary whist markers may be used. At the end of each game, the score of the points won or lost by each player must be transferred to a score-sheet, kept for that purpose. _=PLAYERS.=_ Mort is played by three persons; but the table is usually composed of four. If there are more than four candidates, the methods described in connection with whist are adopted for deciding which four shall play the first tournรฉe. The table being formed, the cards are again shuffled and spread to cut for partners and deal. _=TIES=_ are decided in the same manner as at whist. _=CUTTING.=_ If there are three players, the one cutting the lowest card takes dummy for the first game; he also has the choice of seats and cards, and may deal the first hand for himself or for Mort, as he pleases; but having once made his choice, he must abide by it.

Mottelay, 1906. Good Bridge, by C.S. Street, 1907. Practical Bridge, by J.B. Elwell, 1908. Auction Bridge Up to Date, by W. Dalton, 1909. Principles of Auction Bridge, by โ€œBadsworth,โ€ 1910.

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This we contrived by playing not for the game but for points, scoring the result of each game and counting the points towards the decision of a campaign. Our campaign was to our single game what a rubber is to a game of whist. We made the end of a war 200, 300, or 400 or more points up, according to the number of games we wanted to play, and we scored a hundred for each battle won, and in addition 1 for each infantry-man, 1-1/2 for each cavalry-man, 10 for each gun, 1/2 for each man held prisoner by the enemy, and 1/2 for each prisoner held at the end of the game, subtracting what the antagonist scored by the same scale. Thus, when he felt the battle was hopelessly lost, he had a direct inducement to retreat any guns he could still save and surrender any men who were under the fire of the victors guns and likely to be slaughtered, in order to minimise the score against him. And an interest was given to a skilful retreat, in which the loser not only saved points for himself but inflicted losses upon the pursuing enemy. At first we played the game from the outset, with each player s force within sight of his antagonist; then we found it possible to hang a double curtain of casement cloth from a string stretched across the middle of the field, and we drew this back only after both sides had set out their men. Without these curtains we found the first player was at a heavy disadvantage, because he displayed all his dispositions before his opponent set down his men. And at last our rules have reached stability, and we regard them now with the virtuous pride of men who have persisted in a great undertaking and arrived at precision after much tribulation. There is not a piece of constructive legislation in the world, not a solitary attempt to meet a complicated problem, that we do not now regard the more charitably for our efforts to get a right result from this apparently easy and puerile business of fighting with tin soldiers on the floor. And so our laws all made, battles have been fought, the mere beginnings, we feel, of vast campaigns.

_=AMERICAN LEADS.=_ Advanced players, who have had so much practice that they can infer the probable position of the cards without devoting their entire attention to it, have adopted a new system of leading from the four combinations following, in order to show the number of small cards in the suit:-- [Illustration: ๐Ÿƒ‘ ๐Ÿƒž ๐Ÿƒ ๐Ÿƒ› ๐Ÿƒ– | ๐Ÿ‚ฑ ๐Ÿ‚พ ๐Ÿ‚ถ ๐Ÿ‚ด ๐Ÿ‚ฒ ๐Ÿƒ ๐ŸƒŽ ๐Ÿƒ ๐Ÿƒ† ๐Ÿƒ… | ๐Ÿ‚ฎ ๐Ÿ‚ญ ๐Ÿ‚ง ๐Ÿ‚ค ๐Ÿ‚ข ] From these the King is never led if there are more than four cards in the suit. Having more than four, the lowest of the sequence of high cards is led. From the first this would be the Jack; from the second the Queen; from the third the Ace, (because the King is barred;) and from the fourth the Queen. The Ten is not ranked among the high cards in American Leads. On the second round, with the first two combinations, the difference between a suit of five or one of six cards may be indicated by following with the Ace if five were held originally; the King, if more than five. Seven cards may be shown with the first combination, by leading the Queen on the second round. The chief difference these leads make in the play of the Third Hand is that he should not trump any court card led, even if weak in trumps. The misunderstanding as to the meaning of the first lead, especially if it is a Queen, often occasions confusion and loss; but this is claimed to be offset by the value of the information given. Some lead 10 from Q J 10; 4th-best from K J 10.

Imperfect Pack, one in which there are duplicate cards, missing cards, or cards so marked that they can be identified by the backs. Indifferent Cards, cards of the same value, so far as trick taking is concerned, such as Q and J. Inside Straights, sequences which are broken in the middle. Intricate Shuffles, butting the two parts of the pack together at the ends, and forcing them into each other. Invite, F., leading a small card of the long suit. Irregular Leads, leads which are not made in accordance with the usual custom, as distinguished from forced leads. Jack Strippers, two bowers, trimmed to pull out of the pack. Jenny, a fine losing hazard, made off an object ball close to the cushion, between the side pocket and the baulk. Jetons, F.

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What colour? White, red, and grey. Turn you about three times; Catch whom you may! --Deptford (Miss Chase). III. How many horses has your father got in his stables? Three. What colour are they? Red, white, and grey. Then turn about, and twist about, and catch whom you may. --Cornwall (_Folk-lore Journal_, v. 57, 58). IV. Antony Blindman kens ta me Sen I bought butter and cheese o thee? I ga tha my pot, I ga tha my pan, I ga tha a I hed but a rap ho penny I gave a poor oald man.