9. Each check is taken up and tapped upon another. 10. The checks are first arranged three in a line, touching each other, and the fourth placed at the top of that at one end of the row. This is called the Cradle. It has to be taken down check by check, and if, in taking one, another is moved, the player is out. 11. Like the last, but the checks are put one above another to make a Chimney. 12. Called the Dish-clout--I know not why, unless it be that it wipes up the game.

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The object is to strike the ball to the farther end to touch the fence of the opposing party s side, when the party so striking the ball scores one, and, supposing nine to be the game, the party obtaining that number first of course wins the game.--West Sussex (Holloway s _Dict. of Provincialisms_). See Bandy, Doddart, Hockey. Headicks and Pinticks This game was played only at Christmas. The number of players was two. The stakes were pins. One player laid in the hollow of the hand, or on one of the forefingers, a pin, and then placed the other forefinger over it so as to conceal it. He then held up his hand to his opponent and said, Headicks or pinticks? His opponent made a guess by pointing with his finger and saying Headicks, or Pinticks. If the guess was correct he gained the pin, but if it was incorrect he forfeited one.

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There was a job for me at one of them. I began to shut out the distractions of sight and sound. I wanted nothing to dull my PSI powers. A blond bombshell slithered down the bar and ground herself against my leg. Wanna buy me a drink, honey? she gasped. I smuggled a lift and slipped all four of her garters off the tops of her hose. A funny, stricken look replaced the erotic face she had made at me. She headed for dry dock. B-girls usually work in pairs, so I looked down toward the other end of the polished mahogany. Sure enough, there was the brunette, frowning as she tried to figure why the blond bomber had high-tailed it out of there.

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=_ In order to distinguish between discards from weakness and those from strength, many players use what is called an encouraging card. This is anything higher than a six, if they have protection in the suit, or want it led. A player with an established suit, and A 8 2 of another suit, for instance, would discard the 8, to encourage his partner to lead that suit and put him in. In case there is no card higher than the six, the _=reverse discard=_ is used. With A 4 2, the play would be the 4 and then the 2. Some use this reverse or encouraging card to induce the partner to continue the suit he is leading, but the practice is confusing. _=THE DECLARER’S PLAY.=_ The chief difference between the play of the Dummy and partner, and that of their adversaries, is that there is no occasion for the former to play on the probability of partner’s holding certain cards, because a glance will show whether he holds them or not. There is no hoping that he may have certain cards of re-entry, or strength in trumps, or that he will be able to stop an adverse suit, or anything of that sort, for the facts are exposed from the first. Instead of adapting his play to the slowly ascertained conditions of partner’s hand, the declarer should have it mapped out and determined upon before he plays a card.

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” Tricks +---+---+---+---+---+---+---+---+---+---+---+---+---- bid. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10| 11| 12| 13 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- Five | 10| 20| 30| 40| 50| | | | | | | | Six | 15| 25| 35| 45| 55| 65| | | | | | | Seven | 20| 30| 40| 50| 60| 70| 80| | | | | | Eight | 25| 35| 45| 55| 70| 85|100|115| | | | | Nine | 35| 45| 55| 65| 80| 95|110|125|140| | | | Ten | 45| 55| 70| 80| 95|110|125|140|155|170| | | Eleven | 70| 80| 95|110|125|140|155|170|185|200|220| | Twelve |120|130|145|160|180|200|220|240|260|280|300|320| Thirteen|180|200|220|240|260|280|300|320|340|360|390|420|450 --------+---+---+---+---+---+---+---+---+---+---+---+---+---- If a misère is bid, the caller wins from, or loses to each adversary according to the following table, there being no over-tricks:-- Little Misère, 20 white counters. Grand Misère, 40 white counters. Little Spread, 80 white counters. Grand Spread, 160 white counters. It may be observed that each of these is twice the amount of the next lower. When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15.

--Dekker s _Works_, iv. 434. Jamieson calls this a game generally played by young people in a corn-yard. Hence called _barla-bracks about the stacks_, S. B. (_i. e._, in the North of Scotland). One stack is fixed on as the _dule_ or goal; and one person is appointed to catch the rest of the company, who run out from the _dule_. He does not leave it till they are all out of sight.

The game is scored by winning and losing hazards, carroms, and by knocking over the pins. It is usually played thirty points up. The player who knocks down a pin after striking a ball gains _two_ points, if he knocks down two pins he gains _four_ points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains _five_ points. The player who pockets the red ball gains _three_ points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits _three_ points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained.

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In No. 3, White gives away a man, bottling up the three black men, and then catches the other black man. In both these examples it will then be Black’s move, and as he cannot move, White wins. _=Notation.=_ The various moves which take place in the course of a game are recorded by giving each square on the board a number, and putting down the number of the square the man is moved from, and the one it is moved to. Only those squares upon which the men stand are numbered, and the black men are always supposed to be originally placed upon the lower numbers, from 1 to 12; the white men being placed upon the squares numbered from 21 to 32. Diagrams Nos. 4 and 5 show the method of numbering the board, and the men placed in position. [Illustration: No. 4.

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He had gone to the war, and promised to marry her when he came back. She wrapped a shawl about her head to see if he would recognise her. This was all the reciter could recollect; the lines of the ballad were sung by an old woman, the ring answering with the game-rhyme. This version seems to indicate clearly that in this game we have preserved one of the ceremonies of a now obsolete marriage-custom--namely, the disguising of the bride and placing her among her bridesmaids and other young girls, all having veils or other coverings alike over their heads and bodies. The bridegroom has to select from among these maidens the girl whom he wished to marry, or whom he had already married, for until this was done he was not allowed to depart with his bride. This custom was continued in sport as one of the ceremonies to be gone through after the marriage was over, long after the custom itself was discontinued. For an instance of this see a Rural Marriage in Lorraine, in _Folk-lore Record_, iii. 267-268. This ordeal occurs in more than one folk-tale, and it usually accompanies the incident of a youth having travelled for adventures, sometimes in quest of a bride. He succeeds in finding the whereabouts of the coveted girl, but before he is allowed by the father to take his bride away he is required to perform tasks, a final one being the choosing of the girl with whom he is in love from among others, all dressed alike and disguised.

The hands are played out; the winners score all tricks taken, and the winners of the rubber add 10 points for bonus. The value of the rubber is the difference between the scores of the winners and that of the losers. For instance: If the rubber is in A-B’s favour with the score shown in the margin A-B win a rubber of 8 points. 1st game; 10 to 6 2nd game; 4 to 16 3rd game; 14 to 8 Rubber; 10 -------- Totals 38 to 30 This is a good game for superstitious people, who believe that certain trump suits are favourable to them. TEXT-BOOKS. The following list of works on _=whist=_, alphabetically arranged, contains the principal standard text-books on the game. Those marked * are especially for the beginner. Those marked x are chiefly devoted to the Short-suit game. Art of Practical Whist, by Major Gen. Drayson.

Cross and Pile. Cross-bars. Cross-questions. Cross Tig. Cry Notchil. Cuck-ball. Cuckoo. Cuddy and the Powks. Cudgel. Curcuddie.

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2). If he succeeds in doing this, the one then left out becomes the Miller. At Leicester the odd child, or miller, stands _outside_ the wheel or ring, instead of being in the centre, and it is the outside children who change places. Mr. Addy, in the Sheffield version, says, The young men stand in the outer ring, and the young women in the inner. A man stands within the inner circle, quite near to it. The men try and grasp the arm of the girl in front of them, and the man in the centre also tries to grasp one; the man he displaces taking his place as Miller. Then the three last lines are sung. [Illustration: Fig. 1.

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In selecting openings, take those that show the greatest number of wins for the side you propose to play. In all checker books there are marks at the foot of the column to show which side has an advantage, if any exists, at the end of each variation. The Alma, for instance, shows a great many more winning variations for the black men than for the white, and is consequently one of the best openings for Black. Any person who plays correctly can always be sure of avoiding defeat; that is, no one can beat him if he makes no slips, and the worst he can get is a draw. It is a common error to suppose that the first move is an advantage. [See Illustrative Game No. 7.] The strategy of the game consists in so deploying your men that alluring openings are left for your adversary. These openings are always pitfalls of the most dangerous character, and whenever you think a good player has made a mistake and left you a chance, you should examine the position with great care, or you will probably walk into a trap. The first of the example games given in this work is a case in point.

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A certain amount of risk must be taken in all bids, and a player who never offers a game that is not perfectly safe is called a _=Maurer=_; one who builds on a solid foundation. The player who offers the most games will usually win the most unless he is a very poor player. _=Leading.=_ The single player should almost always begin with the trumps, in order to get them out of his way. With a sequence of Wenzels, it is a common artifice to begin with the lowest, hoping the second player may fatten the trick by discarding a Ten or Ace, under the impression that the Hinterhand can win it. This style of underplay is called _=Wimmelfinte=_, and the Mittelhand should beware of it. With only one Wenzel and the Ace and Ten, it is better to begin with a small trump. If you find all the trumps in one hand against you, or tenace over you, stop leading trumps, and play forcing cards. If you have no Wenzels it is usually best to lead your smallest trumps. If you have only Ace Ten and small trumps, and know the adversaries have one Wenzel and one trump better than your small one, lead your Ten, so that they cannot make both trumps.

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This tug is clearly out of place unless only half the children are selected by one side. Miss Thoyts does not say how this is done. (_c_) This game is called School-teacher in Belfast. The corruption of Lady of the Land, to Babyland, Babylon, and Sandiland, is manifest. It appears to be only fragmentary in its present form, but the versions undoubtedly indicate that the origin of the game arises from the practice of hiring servants. Mr. Halliwell has preserved another fragmentary rhyme, which he thinks may belong to this game. I can make diet bread Thick and thin, I can make diet bread Fit for the king; (No. cccxliv.) which may be compared with the rhyme given by Chambers (_Popular Rhymes_, p.