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If there is a doublet at one end, and one of the same suit at the other, it is a triple header, and counts three. Fifteen points is game. In addition to the headers, domino counts one. If both players are blocked, the bones are shown, and the one having the smallest number of pips and no doublet counts one toward game. If he holds a doublet, his adversary scores one; but if both hold doublets, the lower number of pips wins the point. _=DOMINO POOL.=_ Any number from three to six can play, and a pool is made up. They draw for the first set, and after shuffling again, each player takes such an equal number of bones as will leave at least eight in the stock. The leader plays anything he pleases for the first set, and each following player must follow suit if he can, to one end or the other. If a person cannot play, he says “go,” and the player on his left plays or passes also.

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For instance: Among the cards on the table are a 4, 6, and 10, and the player holds a 10. He can gather in not only the pair of Tens, but the combinations which equal a 10. _=Building.=_ A player may have in his hand two cards, the lower of which, if added to a card on the table, would build up its value to that of the higher card still in the player’s hand. For instance: A player holds a 9 and 2, and there is a 7 on the table. He may place the 2 on the 7, announcing the total value; “Nine,” which will notify other players that those two cards cannot be separated; but he cannot take them in until it again comes round to his turn to play, because he is allowed to play only one card at a time, and he has played his card in making the build. Should any other player following him hold a 9, he would be entitled to take in this build, but he could not separate the two cards forming it. A player holding either a 7 or a 2 could not touch either of the cards in the build, because they are no longer a 7 and 2, but a 9, for all practical purposes. _=Increasing Builds.=_ If any player held an Ace and a 10 in his hand, he could increase the 9 build to a 10 build, by putting his Ace on the 7 and 2, and announcing the total value, “Ten.

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Should a player neglect to peg the full value of his hand, crib, or play, his adversary may add the neglected points to his own score, after pointing out the omission. Should a player be mistaken in exacting either of these penalties, he must not only take down what he pegged, but allow his adversary to peg the same number as penalty. None of these corrections can be claimed until the player in error has pegged and quitted the score; that is, removed his fingers from the front peg. The claim should always be prefaced by the word _=Muggins=_. If the error is one of omission in play, the adversary must play his own card before claiming muggins. If it is in the hand or crib, the adversary must wait until the points claimed are pegged and quitted. If there are no points claimed, he must wait until the cards are turned face down, thus acknowledging that there is apparently nothing to score. A player is not allowed to tell his adversary whether or not he has counted his hand or crib correctly, until it is pegged. _=Nineteen.=_ As it is impossible to hold 19 in hand or crib, it is a common practice for a player, when he has nothing at all to score, to announce, “Nineteen.

Moor (_Suffolk Words_) alludes to the game, and Holloway (_Dictionary of Provincialisms_) says in West Sussex boys play with the heads of rib grass a similar game. Whichever loses the head first is conquered. It is called Fighting-cocks. Cock-fight This is a boys game. Two boys fold their arms, and then, hopping on one leg, butt each other with their shoulders till one lets down his leg. Any number of couples can join in this game.--Nairn (Rev. W. Gregor). Cock-haw See Cob-nut.

Smythe gasped. I doubted he had ever seen better, even in the controlled conditions of Lodge Meeting. A little something to remember me by, I said, as I opened the silver-studded door. Now let s see the boss. You re a TK bruiser, he said, impressed. If you hit Barney s eyes like that, he s a Blind Tom for fair. Hardly, I sniffed. You ought to know that no respectable TK would lay a lift on a retina. I just squeezed off a couple of small arteries. He s back in business already, I d say.

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_=Scoring.=_ There are several methods of scoring. The old way was to play 11 points up, deducting the lower score from the higher at the end of each deal. If one side reached 11 before the adversary reached 6, it was a lurch, and counted as a double game. The common method is to count every hand a game, and settle for it in counters. TWENTY-ONE POINT CASSINO. This game is usually marked with counters, or pegged on a cribbage board. Nothing is scored until the end of the hand, when each side reckons and claims its points. In order to avoid disputes there should be a previous understanding as to what points go out first in a close game. In the absence of any agreement to the contrary, the points count out in the following order:--Cards first, then Spades, Big Cassino, Little Cassino, Aces, and Sweeps.

| | 10.| -- | -- | -- | | 11.| -- | -- | -- | | 12.|You shall have a duke,|You shall have a dik- |Ye sall get a duke. | | |my dear. |ma-day. | | | 13.| -- | -- | -- | | 14.| -- | -- | -- | | 15.| -- | -- | -- | | 16.

Should the boy who throws the piece of wood succeed in getting it into the hole, the batsmen are out. Should the Cat fall into the ring or a span beyond, one of the bowlers picks it up, and both run to a hiding-place. They then agree as to which of them should hold the Cat. This must be carried in such a way that it cannot be seen by the batsmen, both boys assuming the same attitude. Both boys then resume their previous places. They kneel down, still keeping the same attitudes. The batsmen, keeping their sticks in the holes, then agree which of the two holds the Cat. One batsman runs across and puts his stick into the hole behind which the boy kneels whom they consider has the Cat, the other then running to his place. If they are right in their guess, the holder of the Cat throws it across the ground for the opposite bowler to put it in the hole before the second batsman reaches it. If they guess wrongly, the holder of the Cat puts it into the hole as soon as the batsman runs, and they then become the batsmen for the next game.

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The dealer loses his deal if he neglects to have the pack cut; if he deals a card incorrectly, and fails to remedy the error before dealing another; if he counts the cards on the table, or those remaining in the pack; or if he deals two cards to one player and three to another in the same round. If the pack is found to be imperfect, the deal in which the error is discovered is void; but all previous scores stand good. _=MAKING THE TRUMP.=_ Although a card is turned up at the end of the deal, the suit to which it belongs is not necessarily the trump for that hand. Each player in turn, beginning on the dealer’s left, whether he be an adversary or a partner of the dealer’s, may insist on the turn-up suit remaining the trump; or he may declare that he is indifferent as to which suit is the trump, the one turned up or some other. But should one player in his proper turn decide in favour of the turn-up, no player after him can alter the decision. When it comes to the dealer’s turn, if no other player has decided to retain the suit turned up, he must either let the trump remain as it is, or insist on its being changed. As the individual or side that settles which suit shall be the trump is said to _=make the trump=_, it will be necessary to describe the method of scoring in order to understand the principles that guide the players in deciding on the trump suit. _=SCORING.=_ Euchre is played for tricks.

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W. Pole. * Whist, or Bumblepuppy, by “Pembridge.” Whist Developments, by “Cavendish.” * Whist of To-day, by Milton C. Work. * _Whist à Trois_, by Ch. Lahure. [Dummy.] x Whist, and its Masters, by R.

| | 1- 6 | | 18 9 | 18 11 | | | | | 32 27 | | 11-25 | 7-23 | | | | | 6-10 | | 28 24 | 27 18 | | | | | 27 23 | | 5-14 | 9-14 | | | | | 8-12 | | 24 19 | 18 9| | | | | 25 21 | | 6-10 | 5-14 | | | | | 2- 6 | |B wins.|B wins.| | | | | 31 27 | | | | | | | | 3- 8 | | | | | | | | 30 25 | | | | | | | |W wins.| +-------+-------+-------+-------+-------+-------+-------+ _=LOSING GAME.=_ In this variety of Draughts, the object is to give away all your men before your adversary can give away his, or to block yourself so that you cannot move. The secret of success in Losing Game is to get your men on such squares that they cannot be made to jump to the king row. These squares will be the row next you on your own side of the board, and every second row from that, horizontally. Get your men on those squares as soon as possible, and do not be in too great a hurry to capture your adversary’s men. _=POLISH DRAUGHTS.=_ Although intended for a special board of 100 squares this game can be played on a common checker board.

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This is sometimes called the Gambit opening. The leader, having no reason to lead trumps, even with five, and not having three honours in his long suit, prefers the gambit opening of the singly guarded queen. Y holds what is called a potential or imperfect fourchette, and covers, in order to make A-B play two honours to get one trick. B also makes a gambit opening by returning a supporting spade. Three tricks are gained by the two leads of the supporting cards, and five would have been made but for Y’s covering on the first trick. _=No. 4.=_ This is an example of _=Playing to the Score=_. The game is English Whist, 5 points, counting honours. The first lead of trumps shows Z that honours are divided, and that he must make 11 tricks to win the game.

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213); Penzance (Mrs. Mabbott). II. I wrote a letter to my love, and on the way I lost it. Some one has picked it up. Not you, not you (&c.), but you! --Much Wenlock (_Shropshire Folk-lore_, p. 512). III. I lost my supper last night, and the night before, And if I lose it this night, I shall never have it no more.

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_=Dealing.=_ Any one can deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then three for the widow, and then two rounds of four cards each to the players, so that there are three hands of eleven cards each, and three in the widow. _=THE GAMES.=_ Each player in turn, beginning on the dealer’s left, can offer to play one of three games, and the highest offer must be accepted. A player cannot increase his own bid unless he is overbid. The highest bidder becomes the single player, opposed to the two others. _=Frog.=_ In this, hearts must be trumps. The single player turns the widow face up to show what it contained, and then takes the three cards into his hand.