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_=The Men.=_ Each player is provided with twelve men, which are circular in form, one inch in diameter, and three eighths thick. The men on one side are red or black; those on the other white or yellow. The men must be placed on the _=black=_ squares. _=Diagrams.=_ For convenience in illustrating games and problems the men are always shown as placed on the white squares, type made in that manner being more easily read. The following diagram will show the proper arrangement of the men at the beginning of the game, if the white squares are supposed to be black ones:-- [Illustration: +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | ⛀ | | ⛀ | | ⛀ | | ⛀ | | +---+---+---+---+---+---+---+---+ | | ⛀ | | ⛀ | | ⛀ | | ⛀ | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ | | ⛂ | | ⛂ | | ⛂ | | ⛂ | +---+---+---+---+---+---+---+---+ | ⛂ | | ⛂ | | ⛂ | | ⛂ | | +---+---+---+---+---+---+---+---+ ] _=Two Move Restriction.=_ It has lately become the custom in important tournaments to write an opening and second move, such as 10-14, 22-17 on a slip of paper; 10-14, 24-19 on another, and so on for all possible openings. These are placed in a hat and when the players face each other, a slip is drawn. If it is 11-15, 22-18, the game must be opened with those moves.

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The lady replies, and retires further away. The lover then falls on the ground and says the next line. As this is said the good fairy appears, touches the fallen lover with her hand, and he is immediately well again. (_c_) This is a curious game, and is perhaps derived from a ballad which had been popular from some more or less local circumstance, or more probably it may be a portion of an old play acted in booths at fair times by strolling players. It is not, as far as I can find out, played in any other counties. The lines-- Over the water at the hour of ten, I ll meet you with five thousand men; Over the water at the hour of five, I ll meet you there if I m alive, are portions of a dialogue familiar to Mr. Emslie, and also occur in some mumming plays. It may also be noted that the curing of illness or death from a stab is an incident in these plays, as is also the method of playing. The first lines are similar to those of Lady on the Mountain, which see. Lag A number of boys put marbles in a ring, and then they all bowl at the ring.

A player who avoids playing cards that might lead up to a run is said to play off. If he invites the run, hoping to make it longer himself, he is said to play on. When a player is behind, it is better for him to play on, and to seize every chance to score, especially with sequences. As it is considered an advantage to be ahead on the first deal, most players prefer a forward game on the opening hand. _=Playing Off.=_ In this it is best to play cards on which it is unlikely that your adversary can score. Lead Aces, Twos and Threes, which cannot be made into fifteens. Do not pair his cards unless you have a card which will make you a double pair royal, (without passing 31,) if he should make a pair royal on you. Do not play close cards which he may turn into sequences. Never play a card which will allow the adversary to make a double score, such as a pair and a fifteen, or a sequence and a fifteen at the same time.

=_ When the pone gets into the lead, if he does not return his partner’s suit, he should open his own suits according to the rules already given for all the high-card combinations. If he has no high-card combination, it is usually better for him to lead some card that will beat Dummy than to lead his fourth-best. Suppose he wishes to lead a diamond, in which he holds Q 10 8 4 3; Dummy having the 9 and 6 only. It is better to lead the ten of diamonds than the fourth-best, because if the declarer does not follow with an honour, your partner will not have to sacrifice an honour to keep Dummy from winning the trick with the 9. After the opening lead, when Dummy’s cards are exposed, the knowledge of his cards may change the aspect of the game greatly; but the proper cards to lead to and through Dummy will be better understood in connection with the play against no-trumpers. _=No-trump Leads.=_ The chief difference in the leads against no-trumpers is, that there is no hurry to make your aces and kings, the chief thing being to make some of the smaller cards good for tricks. When you are long in a suit, if you lead out the winning cards first, your partner may have none to lead you later on, and if you cannot make every trick in the suit before you lose the lead, you may never make anything but your one or two high cards. The difference in the leads at no-trump is covered by a very simple rule; if you have only two honours in sequence, do not lead either of them, but begin with the fourth-best, even if your honours are the Ace and King. But if you have three honours in the suit, two of them in sequence, always lead an honour against a no-trumper.

If the player making the trump fails to reach his bid, he is euchred, and the adversaries are credited with the number of points bid. _=Prizes.=_ It is usual to give two prizes for each table in play; one for the highest number of points won during the evening, and one for the smallest number; the latter being usually called the “booby” prize. _=Suggestions for Good Play.=_ It is very risky to bid seven without the Joker, the odds being 11 to 1 against finding it in the widow. A bid of ten should not be made without both Joker and Right Bower, and all the other cards winners and trumps. To bid twenty, a player should have a practically invincible hand, with at least five winning leads of trumps. The first bidders are always at a disadvantage, because they know nothing of the contents of the other hands; but after one or two players have made a bid, those following them can judge pretty well how the cards lie. For instance: The seven players are _=A=_ _=B=_ _=C=_ _=D=_ _=E=_ _=F=_ _=G=_. _=A=_ deals, and _=B=_ bids 2 in hearts.

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Your adversary’s discards will often be a guide as to the combinations he hopes to make, and will show you that you need not keep certain cards. 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.