The paper or chipper is then put into the starting-place again, and the same player blows, and makes another man s head in the space where the paper stops. This is continued until all the spaces are occupied. If the paper goes a second time into a space already occupied by a head, the player adds a larger round to the head, to represent a body; if a third time, a stroke is drawn for a leg, and if a fourth time, another is added for the second leg; this completes a man. If three complete men in one space can be gained, the player makes arms; that is, two lines are drawn from the figures across the space to the opposite side of the plan. This occupies that space, and prevents the other player from putting any men in it, or adding to any already there. When all the spaces are thus occupied by one player, the game is won. Should the paper be blown on to a line or _outside_ the plan, the player is out; the other player then begins, and makes as many men in her turn, until she goes on a line or outside. Should the paper go into London, the player is entitled to make a head in every space, or to add another mark to those already there.--Westminster (A. B.
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Owing to this rule, a player with good plain suit cards will usually attempt to exhaust the trumps as rapidly as possible. The _=counting cards=_ are the same as in Sixty-six, and the winner of the last trick counts 10. As there is no stock, there is no closing; and as marriages are not counted in America, the 66 points must be made on cards alone. The scores for _=schneider=_ and _=schwartz=_ are the same as in Sixty-six, and seven points is game. There are 130 points made in every deal, so if one side gets more than 66 and less than 100, their adversaries must be out of schneider, and the winners count one. More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game. NATIONAL GAMES. There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names.
When one player succeeded in sending the top into the Gully, he took it up and fixed it by its peg into a post, mortar of a wall, or the best place where it could be tolerably steady. Holding it by one hand, he drove the peg of his own top as far as he could into the crown of the victim top. This was called taking a grudge. He then held either his own or the victim top and knocked the other against the wall, the object being to split the victim. He was allowed three grudges. 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.