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2nd. Leading from the longest suit, in order that higher cards may be forced out of the way of smaller ones, leaving the smaller ones “established,” or good for tricks after the adverse trumps are exhausted. This is called the _=long-suit game=_. 3rd. Trumping good cards played by the adversaries. This is called _=ruffing=_. When two partners each trump a different suit, it is called a _=cross-ruff=_, or _=saw=_. 4th. Taking advantage of the _=tenace=_ possibilities of the hand by placing the lead with a certain player; or by avoiding the necessity of leading away from tenace suits. For example: A player holds A Q 10 of a suit, his right hand adversary holding K J 9.

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. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul.

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For instance: If a binocle player discards or plays two heart Kings, it is unlikely that he has either of the Queens, and you may reasonably hope for 60 Queens; but it will be impossible for you to make anything out of your Kings but marriages. In Bézique, where Kings may be of the same suit in fours, you will have a slightly better chance for 80 Kings on account of your adversary’s discards, because he certainly has no more, as he would not break up three Kings. _=Declaring.=_ It is often a nice point to decide whether or not you can afford to make minor declarations while holding higher ones in your hand. In Rubicon many players will give up the trump marriage if they have the sequence, especially with a good chance of re-forming it several times with duplicate cards. The number of cards in hand will often be the best guide. In Rubicon, if you held trump sequence and double bézique, it would be better to declare the sequence first, and to lead the card you drew. One of the trump sequence on the table would then be free to regain the lead and declare the double bézique; but if the bézique was declared first, the sequence might have to be broken into to regain the lead. With a plain-suit sequence and four Aces, declare the Aces first. They will then be free to win tricks for the purpose of making other declarations.

It is noteworthy that players who disregard the value of holding a tenace in the opening lead, are well aware of its importance toward the end of the hand. When one player holds tenace over another, the end game often becomes a struggle to place the lead; and players frequently refuse to win tricks in order to avoid leading away from tenaces, or to compel another player to lead up to them. _=Underplay=_ is often resorted to by the Fourth Hand in suits in which the Third Hand has shown weakness. For instance: A small card is led; Third Hand playing the Ten, and Fourth Hand holding A Q J x. It is a common artifice to win with the Queen, and return the small card. When the original leader is underplayed in his own suit, he should invariably put up his best card. _=Finessing.=_ The expert may finesse much more freely than the beginner. Having led from such a suit as K J x x and partner having won with Ace and returned a small card, the Jack may be finessed with strong trumps. If the adversaries lead trumps, and the Ace wins the first round, a player holding the King second hand on the return, may finesse by holding it up, trusting his partner for the trick.

This limit must not exceed one-fourth of the betting limit. Should any player in his turn refuse to straddle, no other player on his left can straddle. _=18. The Ante.=_ After the cards are dealt, each player in turn, beginning with the one to the left of the age, or to the left of the last straddler, if any, must either abandon his hand or put into the pool twice the amount of the blind, or of the last straddle. When it comes to the turn of the age, and the straddlers, if any, they must either abandon their hands, or make the amount they have in the pool equal to twice the amount of the blind, or of the last straddle, if any. _=19. Raising the Ante.=_ Each player, when it is his turn to come in, may add to the amount of the ante any sum within the betting limit. This will compel any player coming in after him to equal the total of the ante and the raise, or to abandon his hand; and it will also give such following player the privilege of raising again by any further amount within the betting limit.

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Same game as Harie Hutcheon. See Curcuddie, Cutch-a-cutchoo, Hop-frog. Hiry-hag A boys game, in which several, joining hands, endeavour to catch another, who, when caught, is beaten with caps, the captors crying out-- Hiry-hiry-hag, Put him in a bag, &c. --Ross and Stead s _Holderness Glossary_. Hiss and Clap All the boys are requested to leave the room, when the girls take their seats, leaving a vacant place on the right side of each girl for the gentleman of her choice. Each boy in turn is then summoned by another who acts as doorkeeper, and asked to guess which lady he imagines has chosen him for her partner. Should he guess rightly he is allowed to take his seat by the lady who has chosen him, while the other girls loudly clap hands. Should he guess wrongly he is hissed, and sent out of the room by the doorkeeper.--Cork, Ireland (Miss Keane). At Long Eaton in Nottinghamshire Miss Youngman records a similar game to this, with a rhyme that is probably taken from a popular song or ballad.

POPE JOAN. This game is a combination of the layout in Matrimony, and the manner of playing in Commit. There are a great many ways of dividing the layout, but the following is the simplest. Five cards are taken from an old pack, and are laid out in the centre of the table, or their names are written on a sheet of paper. [Illustration: 🂾 🂭 🃇 🃊 🃛 ] The cards are thrown round for the deal, and the first Jack deals. The cards are distributed one at a time, the full pack of fifty-two cards being used. The following table will show the number of cards to be given to each player, and that left in the stock to form stops. 3 Players, 15 cards each 7 in the stock. 4 ” 12 ” 4 ” 5 ” 9 ” 7 ” 6 ” 8 ” 4 ” 7 ” 7 ” 3 ” 8 ” 6 ” 4 ” Before the deal, the dealer must dress the layout, by putting one counter upon the Ten, two upon the Jack, three upon the Queen, four upon the King, and five on the Pope, which is the Seven (or the Nine) of diamonds. The eldest hand begins by leading any card he pleases, and if he has those in sequence and suit with it and above it, he continues to play until he fails.

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--Eckington, Derbyshire (S. O. Addy). VIII. Pinto went to sleep one night, And Pinto was his name oh! P-i-n-t-o, P-i-n-t-o, And Pinto was his name oh. --Enbourne, Berks (Miss Kimber). (_b_) In the Lancashire version, one child represents the Miller. The rest of the children stand round in a circle, with the Miller in the centre. All dance round and sing the verses. When it comes to the spelling part of the rhyme, the Miller points at one child, who must call out the right letter.

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Dab-at-the-hole. Dalies. Davie-drap. Deadily. Diamond Ring. Dibbs. Dinah. Dip o the Kit. Dish-a-loof. Doddart.

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If four persons play, the dealer takes no cards. The three active players make up a pool, each putting in an equal amount at first, and the bidder putting into it as many as he bids for the privilege of naming the trump suit. Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into the pool. The highest bidder takes the widow, lays out two cards, and then names the trump suit.

Should the single player revoke, and not discover the error before the trick is turned and quitted, he loses his game. If he discovers the error and corrects it in time, there is no penalty; but any adversary who plays after him may amend his play. 53. If either adversary of the player revokes, the player may claim his game as won; but he may insist on playing the hand out to see if he can make schneider or schwarz. Even if the single player has overbid his hand, he wins his game if either adversary revokes. LOOKING BACK. 54. Any active player may see the last trick turned and quitted, provided no card has been led for the next trick. Should a player look back at any other trick, or count his cards, he loses the game; but either of the others may insist on playing on to see if they can make schneider. 55.

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Then thread the needle, &c. The game is also described in _Notes and Queries_, iv. 141, as played in the same way as above, and the writer adds there are subsequent evolutions by which each couple becomes in succession the eye of the needle. Howly A street game played by boys in a town, one of them hiding behind a wall or house-end, and crying Howly to the seekers.--Atkinson s _Cleveland Glossary_. See Hide and Seek. Huckie-buckie down the Brae Children in Lothian have a sport in which they slide down a hill, sitting on their hunkers (Jamieson). The well-known custom at Greenwich is probably the same game, and there are examples at Tumbling Hill, a few miles from Exeter, at May Pole Hill, near Gloucester, and other places. Huckle-bones Holloway (_Dict. of Provincialisms_) says that the game is called Huckle-bones in East Sussex and Dibs in West Sussex.

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I at once opened out into a long crescent, with a gun at either horn, whose crossfire completely destroyed his chances of retreat from this ill-chosen last stand, and there presently we disabled his second gun. I now turned my attention to his still largely unbroken right, from which a gun had maintained a galling fire on us throughout the fight. I might still have had some stiff work getting an attack home to the church, but Red had had enough of it, and now decided to relieve me of any further exertion by a precipitate retreat. My gun to the right of Hook s Farm killed three of his flying men, but my cavalry were too badly cut up for an effective pursuit, and he got away to the extreme left of his original positions with about 6 infantry-men, 4 cavalry, and 1 gun. He went none too soon. Had he stayed, it would have been only a question of time before we shot him to pieces and finished him altogether. So far, and a little vaingloriously, the general. Let me now shrug my shoulders and shake him off, and go over this battle he describes a little more exactly with the help of the photographs. The battle is a small, compact game of the Fight-to-a-Finish type, and it was arranged as simply as possible in order to permit of a full and exact explanation. [Illustration: Fig.

After it has been taken up it must not be named, and any player naming it is subject to a penalty, (see Laws;) but a player may ask what the trump _=suit=_ is. If all follow suit, the highest card played wins the trick; trumps win against all other suits, and a higher trump wins a lower. The winner of the trick may lead any card he pleases for the next trick, and so on until all thirteen tricks have been played. _=Cards Played in Error=_, or dropped face upward on the table, or two or more played at once, are called _=exposed cards=_, and must be left on the table. They can be _=called=_ by the adversaries; but the fact of their being exposed does not prevent their being played when the opportunity offers. Some persons imagine that the adversaries can prevent an exposed card from being played; but such is not the case. _=Leading out of Turn.=_ Should a player lead out of turn, the adversaries may call a suit from the player in error, or from his partner, when it is next the turn of either of them to lead. American laws require the call to be made by the player on the right of the one from whom the suit is called. The English laws give the adversaries the option of calling the card played in error an exposed card.

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For the continuations the student is recommended to study “Freeborough,” or the “Handbuch des Schachspiels.” Allgaier Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Boden-Kieseritzky Gambit:-- P-K4 B-B4 Kt-KB3 Kt-B3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 KtxP KtxKt Berlin Defence:-- P-K4 B-B4 Q-K2 P-QB3 1 ---- 2 ------ 3 ------ 4 ----- P-K4 Kt-KB3 Kt-QB3 B-B4 Blackmar Gambit:-- P-Q4 P-K4 P-KB3 KtxP 1 ---- 2 ------ 3 ------ 4 ----- P-Q4 PxP PxP B-B4 Calabrese Counter Gambit:-- P-K4 B-B4 P-Q3 P-B4 1 ---- 2 ----- 3 ------ 4 ---- P-K4 P-KB4 Kt-KB3 P-Q4 Centre Gambit:-- P-K4 P-Q4 QxP Q-K3 1 ---- 2 ----- 3 ------ 4 -------- P-K4 PxP Kt-QB3 B-Kt5 ch Centre Counter Gambit:-- P-K4 PxP Kt-QB3 P-Q4 1 ---- 2 ----- 3 ------ 4 ------ P-Q4 QxP Q-Q sq Kt-KB3 Classical Defence, to K. B. opening:-- P-K4 B-B4 P-QB3 P-Q4 1 ---- 2 ---- 3 ------ 4 ---- P-K4 B-B4 Kt-KB3 PxP Cunningham Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ------- P-K4 PxP B-K2 B-R5 ch Cochrane Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ---- 2 ----- 3 ------ 4 ----- P-K4 PxP P-KKt4 P-Kt5 Danish Gambit:-- P-K4 P-Q4 P-QB3 B-QB4 1 ---- 2 ----- 3 ----- 4 ------ P-K4 PxP PxP Kt-KB3 English Opening:-- P-QB4 P-B4 P-Q3 Kt-QB3 1 ----- 2 ---- 3 ------ 4 ------ P-QB4 P-B4 Kt-KB3 P-Q3 Evans’ Gambit:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ----- 3 ---- 4 ------- P-K4 Kt-QB3 B-B4 BxKtP Evans’ Gambit Declined:-- P-K4 Kt-KB3 B-B4 P-QKt4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-B4 B-Kt3 Fianchetto Opening:-- P-K3 P-QB4 Kt-QB3 PxP 1 ---- 2 ------ 3 ------ 4 ------ P-K4 Kt-KB3 P-Q4 KtxP Fianchetto Defence:-- P-K4 P-Q4 B-Q3 Kt-K2 1 ------ 2 ---- 3 ----- 4 ------ P-QKt3 P-K3 B-Kt2 Kt-KB3 Four Knights:-- P-K4 Kt-KB3 Kt-B3 B-Kt5 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 Kt-B3 B-Kt5 French Defence:-- P-K4 P-Q4 Kt-QB3 B-KKt5 1 ---- 2 ---- 3 ------ 4 ------ P-K3 P-Q4 Kt-KB3 B-K2 From Gambit:-- P-KB4 PxP PxP Kt-KB3 1 ----- 2 ----- 3 ----- 4 ------ P-K4 P-Q3 BxP Kt-KB3 Giuoco Piano:-- P-K4 Kt-KB3 B-B4 P-B3 1 ---- 2 ------ 3 ---- 4 ----- P-K4 Kt-QB3 B-B4 Kt-B3 Greco-Counter Gambit:-- P-K4 Kt-KB3 KtxP P-Q4 1 ---- 2 ------ 3 ------ 4 ------ P-K4 P-KB4 Q-B3 P-Q3 Hamppe-Allgaier Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ---- 2 ------ 3 ----- 4 ------ P-K4 Kt-QB3 PxP P-KKt4 Hungarian Defence:-- P-K4 Kt-KB3 B-B4 P-Q4 1 ---- 2 ------ 3 ---- 4 ------ P-K4 Kt-QB3 B-K2 P-Q3 Irregular Openings:-- P-K4 P-QB3 Kt-B3 KtxP 1 ---- 2 ----- 3 ----- 4 ------ P-K4 P-Q4 PxP B-Q3 P-K4 P-Q4 B-Q3 P-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-Q3 Kt-KB3 Kt-QB3 P-K4 P-K4 P-Q4 PxP B-Q3 1 ------ 2 ------ 3 ------- 4 -------- P-QB3 P-Q4 PxP Kt-QB3 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 -------- Kt-QB3 P-K4 KtxP Kt-Kt3 Jerome Gambit:-- P-K4 Kt-KB3 B-B4 BxP ch 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 KxB Kieseritzky Gambit:-- P-K4 P-KB4 Kt-KB3 P-KR4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 King’s Bishop’s Gambit:-- P-K4 P-KB4 B-B4 K-B sq 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch B-B4 King’s Bishop’s Pawn Game:-- P-KB4 Kt-KB3 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 B-K2 P-QKt3 King’s Knight Opening. Irregular Defences:-- P-K4 Kt-KB3 KtxP Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-KB3 Q-K2 P-Q4 P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Q-B3 P-B3 PxP P-K4 Kt-KB3 B-B4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-Q3 Kt-KB3 Kt-B3 P-K4 Kt-KB3 KtxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 Q-K2 B-Kt3 King’s Gambit:-- P-K4 P-KB4 P-Q4 K-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP Q-R5 ch P-Q4 P-K4 P-KB4 P-KR4 PxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-Q4 QxP P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 B-Kt2 P-K4 P-KB4 P-KR4 Kt-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP B-K2 Kt-KB3 King’s Gambit Declined:-- P-K4 P-KB4 PxQP Kt-QB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 QxP Q-K3 Max Lange’s Attack:-- P-K4 Kt-KB3 B-B4 Castles 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 B-B4 Kt-B3 Muzio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Petroff’s Counter Attack:-- P-K4 Kt-KB3 KtxP K-KB3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 KtxP Philidor’s Defence:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q3 PxP P-Q4 Pierce Gambit:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP P-KKt4 Queen’s Pawn Counter Gambit:-- P-K4 Kt-KB3 PxP P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 P-Q4 B-Q3 P-K5 Queen’s Gambit:-- P-Q4 P-QB4 P-K3 BxP 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 PxP P-Q4 P-QB4 P-K4 P-Q5 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K4 P-KB4 P-Q4 P-QB4 Kt-KB3 P-K3 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 PxP P-K3 Kt-KB3 Queen’s Pawn Game:-- P-Q4 P-K3 Kt-KB3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-Q4 P-K3 Kt-KB3 B-K2 Ruy Lopez:-- P-K4 Kt-KB3 B-Kt5 B-R4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-QR3 Kt-B3 Salvio Gambit:-- P-K4 P-KB4 Kt-KB3 B-B4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 PxP P-KKt4 P-Kt5 Scotch Game:-- P-K4 Kt-KB3 P-Q4 KtxP 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP B-B4 Sicilian Defence:-- P-K4 Kt-QB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-QB4 Kt-QB3 P-K3 PxP Staunton’s Opening:-- P-K4 Kt-KB3 P-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 P-B4 P-Q3 Steinitz Gambit:-- P-K4 Kt-QB3 P-KB4 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 PxP Q-R5 ch Three Knights’ Game:-- P-K4 Kt-KB3 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-KB3 P-Q3 PxP Two Knights’ Defence:-- P-K4 Kt-KB3 B-B4 Kt-Kt5 1 ------ 2 ------ 3 ------- 4 -------- P-K4 Kt-QB3 Kt-B3 P-Q4 Vienna Opening:-- P-K4 Kt-QB3 P-B4 Kt-B3 1 ------ 2 ------ 3 ------- 4 -------- P-K4 B-B4 P-Q3 Kt-KB3 Zukertort’s Opening:-- Kt-KB3 P-Q4 P-K3 B-K2 1 ------ 2 ------ 3 ------- 4 -------- P-K3 Kt-KB3 P-QKt3 B-Kt2 _=GAMES AT ODDS.=_ Between unequal players it is a common practice for the stronger to give the weaker some advantage. Very few are able to give a Queen, or even a Rook, but a _=Knight=_ is quite common, and one who can concede a Knight to the weakest players in a club is usually spoken of as, “a Knight player.” The most common odds between nearly equal players is _=Pawn and Move=_; and with a player not strong enough to give a Knight, _=Pawn and Two Moves=_. The Pawn removed in each instance is Black’s K B P, and the Knight is usually the Q Kt. Here are a few examples of the openings in games at odds:-- Pawn and Move:-- P-K4 P-Q4 Q-R5 ch Q-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-Q4 P-KKt3 Kt-KB3 P-K4 P-Q4 Kt-QB3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 Kt-KB3 Kt-B3 Kt-K4 P-K4 P-Q4 P-K5 B-QKt5 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 B-B4 Q-Q2 P-K4 P-Q4 PxP P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 P-Q4 KtxP Kt-B2 Pawn and Two Moves:-- P-K4 P-Q4 B-Q3 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-QB4 P-Q5 1 ------ 2 ------ 3 ------- 4 ------- P-K3 P-B4 P-Q3 P-K4 P-Q4 P-KB4 B-Q3 1 ------ 2 ------ 3 ------- 4 ------- P-Q3 P-K3 Kt-K2 P-K4 P-Q4 P-Q5 P-KB4 1 ------ 2 ------ 3 ------- 4 ------- Kt-QB3 Kt-K4 Kt-B2 Odds of Queen’s Knight:-- P-K4 Kt-B3 PxP Kt-K5 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 P-K5 QxP P-K4 P-KB4 PxQP Kt-B3 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-Q4 QxP P-K5 Odds of King’s Knight:-- P-K4 B-B4 Kt-B3 P-Q4 1 ------ 2 ------ 3 ------- 4 ------- P-K4 P-QB3 Kt-B3 P-Q4 P-K4 B-B2 P-Q2 0-0 1 ------ 2 ------ 3 ------- 4 ------- P-K4 Kt-KB3 B-B4 0-0 In order to give the student an idea of the value and popularity of the various openings, the following table of the results of 1500 games may be useful.

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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. I didn t hang around to see what had happened to the driver. He was just some heavy who had the job of rubbing me out. But I did seek another haven.

_=TAKE FOURTEEN.=_ Shuffle and cut the pack, and deal the cards one at a time, face upward, into twelve piles, and continue dealing on the top of these twelve until the pack is exhausted. This will give you four piles which contain one card more than the others. Then take off any two of the top cards which will make 14, reckoning the Jack as 11, the Queen as _12_ and the King as 13, all the others at their face value. Only two cards must be used to make 14. If you succeed in taking off all the cards in this manner, you win. You are at liberty to look at the underneath cards in the various piles, but you must not disturb their positions. _=HELP YOUR NEIGHBOUR.=_ Take from the pack the four aces, and lay them face upward on the table in a row. These are to be built upon in ascending sequences, following suit.

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I ll stick her up in the pear-tree Sweet and meek, and sae is she: I lo ed her ance, but she s no for me, Yet I thank ye for your courtesy. I ll gie thee Rozie o the Cleugh, I m sure she ll please thee weel eneugh. Up wi her on the bane dyke, She ll be rotten or I ll be ripe: She s made for some ither, and no me, Yet I thank ye for your courtesy. Then I ll gie ye Nell o sweet Sprinkell, Owre Galloway she bears the bell. I ll set her up in my bed-head, And feed her wi milk and bread; She s for nae ither, but jist for me, Sae I thank ye for your courtesy. --Mactaggart s _Gallovidian Encyclopædia_. II. I maun ride hame, I maun gang hame, And bide nae langer here; The road is lang, the mirk soon on, And howlets mak me fear. Light doon and bide wi us a night, We ll choose ye a bonnie lass; Ye ll get your wull and pick o them a , And the time it soon wull pass. Which ane will ye choose, If I with you will bide? The fairest and rarest In a the kintra side.

Bubble-hole A child s game, undescribed.--Halliwell s _Dictionary_. Bubble-justice The name of a game probably the same as Nine Holes. --Halliwell s _Dictionary_. Buck, Buck A boy stoops so that his arms rest on a table; another boy sits on him as he would on a horse. He then holds up (say) three fingers, and says-- Buck, buck, how many horns do I hold up? The stooping boy guesses, and if he says a wrong number the other says-- [Two] you say and three there be; Buck, buck, how many horns do I hold up? When the stooping boy guesses rightly the other says-- [Four] you say and [four] there be; Buck, buck, rise up. The boy then gets off and stoops for the other one to mount, and the game is played again.--London (J. P. Emslie).

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See Duck Dance. Long Tag See Long Terrace. Long-Tawl A game at marbles where each takes aim at the other in turn, a marble being paid in forfeit to whichever of the players may make a hit.--Lowsley s _Berkshire Glossary_. Long Terrace Every player chooses a partner. The couples stand immediately in front of each other, forming a long line, one remaining outside of the line on the right-hand side, who is called the Clapper. The object of the game is for the last couple to reach the top of the line, each running on different sides, and keeping to the side on which they are standing. The object of the Clapper is to hit the one running on the right side of the line, which, if he succeeds in doing, makes him the Clapper, and the Clapper takes his place. [The next _last_ couple would then presumably try and reach the top.]--East Kirkby, Lincs.

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| -- | -- | -- | | 6.|Come all ye pretty |Come all ye pretty |We want a pretty | | |maids. |maids. |maiden. | | 7.|And dance along with |Dance upon the grass. |To walk along with us.| | |us. | | | | 8.| -- | -- | -- | | 9.

[Illustration: No. 13. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] [Illustration: No. 14. +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛀ | | | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ ] In Diagram No. 13, if White moves 24 19 he loses, because Black goes to 11, and as the tailors advance to head him off, he goes back to 15 and 18, and then gets round by going to 14. White’s proper play is 22 18, after which 26 22 will reform his line. In Diagram No. 14, if White moves 26 22, or 19 15, he loses immediately. In the first case Black will run to 15 and 11, and either get round or double back to 18.

Moolie Pudding The game of Deadelie; one has to run with the hands locked and taen the others.--Mactaggart s _Gallovidian Encyclopædia_. See Chickidy Hand, Deadelie, Hunt the Staigie, Whiddy. More Sacks to the Mill A very rough game, mentioned in Dean Miles MS., p. 180 (Halliwell s _Dictionary_). Lowsley (_Berkshire Glossary_) says this is a favourite game with children at Christmas-time, when wishing for one of a romping character, but he does not describe it further. Northall (_English Folk Rhymes_, p. 354) says that in Warwickshire and Staffordshire boys torture an unfortunate victim by throwing him on the ground and falling atop of him, yelling out the formula, Bags to [on] the mill. This summons calls up other lads, and they add their weight.

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If there are more than eight candidates, the four cutting the highest cards should play together at one table, and the others at another table. If there are an even number of candidates, the tables divide evenly, but if the number is odd, the smaller table is formed by those cutting the highest cards. The table formed, the pack must be shuffled and spread, and positions drawn for. The player cutting the lowest card has the choice of seats, and must deal the first hand. The player cutting the next lowest has the next choice, and so on, until all are seated. _=TIES.=_ If the first cut does not decide, those tying must cut again. Should two or more players cut cards of equal value, the new cut will decide nothing but the tie; for even should one of those cutting to decide a tie draw a card lower than one previously cut by another player, the original low cannot be deprived of his right. For instance: there are six players. [Illustration: First cut is:-- 🂥 🃘 🃋 🂷 🃞 🃈 Second cut is:-- 🂴 🃒 ] The 5 and 7 have the first and second choice of seats; the 2 and 4 the third and fourth choice.