It is placed by itself, furthest from the player, waiting for the three other sevens to appear to form three other foundations, each in a different suit. Four cards are then dealt off from left to right, face up, for the layout. Holding the remaining thirty-four cards in the left hand, face down, the player counts off three at a time and turns them face up on the table, but so that the top card only is seen. If this card can be used, the card under it is available. If not, the three are left on the table and three more turned up in the same way. Let us suppose this is the appearance of the table: [Illustration: The Foundation:-- 🂷 The Stock:-- 🃔 The Layout:-- 🃖 🃁 🂢 🂹 The top card of the three:-- 🃅 ] The player can make several changes at once. The five of diamonds will go on the club six, the club four on the five, the ace of diamonds on the deuce of spades, leaving a space which must be filled from the top of the stock, using the card that was under the four of clubs. Another card is exposed and available under the five of diamonds. Cards built on the foundations must be in the same suit, and build upward, nothing but eights being available on the sevens. On the layout, sequences are built down, and must change colour each time.

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_=The Crib.=_ This is the most important thing in the five-card game, and it is much more important to baulk your adversary’s crib than to preserve your own hand. The best baulking cards are a King with a 10, 9, 8, 7, 6 or A. Never lay out a Jack, nor two cards which form a five, nor any pair, nor any two close cards. In laying out for your own crib, Fives, Sevens and Eights are the best. Any pair, any two cards that make five or fifteen, and any close cards are also good. Keep pairs royal and runs in your hand, and do not forget that a flush of three counts in the hand; but the starter must agree to make a flush in the crib. _=Playing Off and On.=_ The pegging in play is usually small; 2 for the dealer, and an average of 1½ for the non-dealer, hence the importance of the go. The average hand is a little less than 5, and the crib about 5.

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Besides these, all the machinery of marked cards, reflectors, shifted cuts, wedges, strippers, and false shuffles are at the command of the philosopher, who can always handle a small pack of cards with greater freedom, and to whom the fashion of dealing in twos and threes is always welcome. The honest card-player has not one chance in a thousand against the professional at Écarté. _=SUGGESTIONS FOR GOOD PLAY.=_ The French claim that any person may become an expert at a game like Piquet, simply by dint of long practice; but that the master of Écarté must be a born card-player, as no game requires in such degree the exercise of individual intelligence and finesse. While this may be true, there are many points about the game which may be learned by the novice, and which will greatly improve his play. There are two things which the beginner should master before sitting down to the table for actual play: the hands on which it is right to stand, or play without proposing, and those with which it is right to refuse, or play without giving cards. These are called stand hands, or _=jeux de règle=_, and the player should be able to recognize them on sight. In the following paragraphs the words _=dealer=_ and _=player=_ will be used to distinguish the adversaries at Écarté. The principle underlying the jeux de règle is the probable distribution of the cards in the trump suit, and the fact that the odds are always against the dealer’s holding two or more. There are thirty-two cards in the Écarté pack, of which eight are trumps, and one of these is always turned up.

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If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps. _=Discarding.=_ It is best to throw away singletons, unless they are aces. If you have two cards of equal value, but of different colours, one of which must be discarded, it is usual to keep the one of the same colour as the turn-up when playing against the dealer. Discard suits that the adversaries are trumping. If your partner discards a suit in which you have a high card, keep that suit, and discard another. If you have both ace and King of a plain suit, discard the ace, to show partner that you can win a trick in the suit. It is very often important to discard correctly when playing against a lone hand, especially if the lone player leads trumps for the fourth trick. It is a common practice for modern players to signal in the discard if they have a certain trick in a suit.

This interval must not exceed five or four minutes, as may be agreed upon. (4) Guns must not be fired before the second move of the first player--not counting the putting down as a move. Thus the first player puts down, then the second player, the first player moves, then the second player, and the two forces are then supposed to come into effective range of each other and the first player may open fire if he wishes to do so. (5) In making his move a player must move or fire his guns if he wants to do so, before moving his men. To this rule of Guns First there is to be no exception. (6) Every soldier may be moved and every gun moved or fired at each move, subject to the following rules: MOBILITY OF THE VARIOUS ARMS (Each player must be provided with two pieces of string, one two feet in length and the other six inches.) (I) An infantry-man may be moved a foot or any less distance at each move. (II) A cavalry-man may be moved two feet or any less distance at each move. (III) A gun is in action if there are at least four men of its own side within six inches of it. If there are not at least four men within that distance, it can neither be moved nor fired.

(Herbert Hardy). VI. There was a jolly miller, and he lived by himself, As the wheel went round he made his grab; One hand in the other, and the other in the bag, As the wheel went round he made his grab. --Nottinghamshire (Miss Winfield). VII. There was a jolly miller, and he lived by himself (or by the Dee), The sails went round, he made his ground; One hand in his pocket, the other in his bag. --North Staffs. Potteries (Miss A. A. Keary).

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_=5.=_ The baulk is no protection. _=6.=_ The player loses a life by pocketing his own ball off another, by running a coup, by missing the ball played on, by forcing his ball off the table, by playing _with_ the wrong ball, by playing _at_ the wrong ball, by playing out of his turn, by striking the wrong ball, or by having his ball pocketed by the next striker. _=7.=_ Should the striker pocket the ball he plays at, and by the same stroke pocket his own or force it over the table, _he_ loses a life and not the person whose ball he pocketed. _=8.=_ Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself. _=9.=_ If the striker miss the ball he ought to play at, and by the same stroke pocket another ball, _he_ loses a life, and not the person whose ball he pocketed; in which case the striker’s ball must be taken up, and both balls remain in hand until it be their several turns to play.

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=_ Instead of passing the turn-up trump on the first round, any player who thinks it would be to his advantage to have the turn-up remain the trump, may order the dealer to take it up. In doing so he says: “_=I order it=_,” if he is an adversary; or: “_=I assist=_,” if he is the dealer’s partner. In either case the player making the trump may announce a lone hand at the same time. His side must make at least three tricks, whether he plays alone or not, or it is a euchre, and the adversaries will count two points. In case an adversary of the dealer plays alone, he must distinctly announce it when he orders up the trump. The usual expression is: “_=I order it alone=_.” His partner then lays his cards face downward on the table and takes no further part in the play of that hand. If he exposes any card of the abandoned hand, the adversaries can call upon him to take up the hand and play it, leaving the exposed card on the table as liable to be called. This of course prevents the lone hand. If the dealer’s partner wishes to play alone, instead of assisting, he says: “_=I play this alone=_,” and the dealer lays down his cards, leaving the trump on the pack.

If either player has forgotten to declare anything before he plays, the count is lost. _=Sinking.=_ A player is not obliged to declare any combination unless he wishes to do so, and he may sink a card if he thinks it would be to his advantage to conceal his hand. Sinking is calling only part of a combination, as, for instance, calling 51 for his point when he really has 61; calling a quinte when he has a sixième, or a trio when he has a quatorze. Sinking is usually resorted to only when the player knows from his own hand and discards that what he declares is still better than anything his adversary can hold; but it must be remembered that the part of the declaration which is sunk in this manner is lost. _=Irregular Declarations.=_ If either player claims a combination which he does not hold, and does not remedy the error before he plays a card, he cannot count anything that deal, losing any other declarations he may have made which are correct. His adversary then counts everything in his hand, whether his combinations were inferior or not. He also counts for what he wins in the tricks. If the elder hand’s declaration is admitted by the dealer to be good, it is good, even if the dealer afterward proves to have a better point, sequence, quatorze or trio.

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_=CARDS.=_ Cayenne is played with two full packs of fifty-two cards, which rank as at Whist, both for cutting and playing. _=MARKERS=_ are necessary, and must be suitable for counting to ten points. A sheet of paper is used for scoring the results of the games. _=PLAYERS.=_ Cayenne is played by four persons. When there are more than four candidates for play the selection of the table must be made as at Whist. Partners and deal are then cut for. _=CUTTING.=_ One of the packs having been spread on the table, face down, each of the four players draws a card; the two lowest pairing against the two highest.

| Crockham Hill. | +---+----------------------+----------------------+----------------------+ | 1.| -- | -- | -- | | 2.| -- | -- | -- | | 3.| -- | -- | -- | | 4.| -- | -- | -- | | 5.| -- |L. B. is broken down. |L.

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Mabbott). In Shropshire, as soon as the player going round the ring has dropped the handkerchief on the shoulder of the girl he chooses, both players run _opposite ways_ outside the ring, each trying to be the first to regain the starting-point. If the one who was chosen gets there first, no kiss can be claimed. It is often called Drop-handkerchief, from the signal for the chase. The more general way of playing (either with or without words), as seen by me on village greens round London, is, when the handkerchief has been dropped, for the player to dart through the ring and in and out again under the clasped hands; the pursuer must follow in and out through the same places, and must bring the one he catches into the ring before he can legally claim the kiss. Elworthy (_West Country Words_), in describing this game, says: The person behind whom the handkerchief is dropped is entitled to kiss the person who dropped it, if he or she can catch him or her, before the person can get round the ring to the vacant place. Of course, when a girl drops it she selects a favoured swain, and the chase is severe up to a point, but when a girl is the pursuer there often is a kind of donkey race lest she should have to give the kiss which the lad takes no pains to avoid. Mr. Elworthy does not mention any words being used, and it is therefore probable that this is the Drop-handkerchief game, which generally has no kissing. It also, in the way it is played, resembles French Jackie.

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So have I. You see, I told her. I m a doctor. Not much of a one, I admitted, pointing to my weak right arm. I can t heal myself. Oh, yore pore arm, she said. Show me, I said, turning on her. Heal me! I m to have a sign! she wailed. Well, she got one. I took her to my room, pointed at the dresser.

COMPOSITION OF FORCES Except in the above cases, or when otherwise agreed upon, the forces engaged shall be equal in number and similar in composition. The methods of handicapping are obvious. A slight inequality (chances of war) may be arranged between equal players by leaving out 12 men on each side and tossing with a pair of dice to see how many each player shall take of these. The best arrangement and proportion of the forces is in small bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun. Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not. But more guns proportionally lead to their being put out of action too early for want of men; a larger proportion of infantry makes the game sluggish, and more cavalry--because of the difficulty of keeping large bodies of this force under cover--leads simply to early heavy losses by gunfire and violent and disastrous charging. The composition of a force may, of course, be varied considerably.

The method of computing the value of double and treble sequences should be thoroughly understood, in order that such combinations may be counted at sight. A few examples will show that each combination belongs to a certain class, to which the same counting value is always attached. These classes are distinguished by the number of duplicates of the sequence cards. [Illustration: 🂲 🃓 🂴 🂤 ] If you hold three cards which form a sequence, and have also a duplicate of any one of them, no matter which, it is evident that by substituting the card of equal value you can form another sequence. Such combinations are therefore always worth 8 points, 6 for the _=double run=_, as it is called, and 2 for the pair, no matter what the cards are that form the combination. [Illustration: 🂢 🂲 🃒 🃃 🃔 ] If the five cards in the hand and starter together contain a run of three with two duplicates, it is evident that three separate sequences can be formed by using each of the duplicates alternately. Such combinations are always worth 15 points; 9 for the triple run of three, and 6 for the pair royal. [Illustration: 🃑 🃁 🃒 🂳 🃓 ] If the duplicates are of two different cards, no matter which, it will be found that four different sequences of three cards each can be formed by changing the Aces and Threes alternately. Such combinations are therefore always worth 16 points: four runs of three, worth 12, and 4 points for the two separate pairs. [Illustration: 🂡 🂢 🂳 🃔 🃄 ] If the five cards contain one sequence of four, and one duplicate, the combination will always be worth 10 points; 8 for the double run of four, and 2 for the pair.

Ashdown. Roxton Miss Lumley. BERKSHIRE Lowsley s _Glossary_. Enborne Miss Kimber. Fernham, Longcot Miss I. Barclay. Newbury Mrs. S. Batson, Miss Kimber. Sulhampstead Miss Thoyts (_Antiquary_, vol.

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_=Pools.=_ Vingt-et-un is sometimes played with a pool. Each player contributes one counter at the start, and the pool is afterward fed by penalties. Every player who is créve puts in a counter; all ties with the dealer pay one, and the dealer pays one for any irregularity in dealing. The pool may be kept to pay for refreshments, like the kitty in Poker, or it may be won by the first natural shown, as may be agreed. _=Probabilities.=_ The only point in the game is for a player to know what hands to stand on, and what to draw to. The dealer is guided by the cards dealt to other players, and by what they ask for. The other players should stand on 17, but draw on 16. In practice it has been found that the odds are about 2 to 1 in favour of drawing at 16; 3 to 1 for drawing at 15.

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The tourniquet was an absolute necessity, or more of the nerve poison would enter her system. But her heart _couldn t_ stop. The brain can only stand a few seconds of that. I hadn t let it miss three beats. Even as I carried her from the casino, I lifted the main coronary muscle and started a ragged pumping, maybe forty beats a minute. Once in the smaller room I began artificial respiration with my mouth. The sawbones was there in three minutes. I guided the tip of his hypodermic into a vein in her right arm, the one that still had blood coursing through it. He depressed the piston, pumping the antidote into her bloodstream. Little by little I let up on the clamp on her wounded left arm, dribbling the poisoned blood into her system, so that the antidote could react with it gradually.

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Lamploo. Lang Larence. Leap Candle. Leap-frog. Leap the Bullock. Leaves are Green. Lend me your Key. Letting the Buck out. Level-coil. Libbety-lat.

=_ This is a game for two, three, or four players. The object is to make the two ends of the line some multiple of five, and for every five so made the player scores five points toward game, which is usually 100 up. If only one point is scored for each five, 20 or 21 may be game. Each player draws seven bones, and the highest double sets, each person afterward playing in turn. If double five is the first set it counts 10. The 5-0 played to this would count 10 for the second player, because one end of the line being 10 and the other 0, the total value of the two ends is still 10. Double blank played to this would count 10 more. If 5-6 is now played on one end, and 0-4 on the other, the count will be 10 again, as shown on the diagram. The figures show the order in which the dominoes were played. [Illustration] The highest possible score is 20 points, made with the 4-4 and 6-6, at different ends.

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He cannot bid Frog and play Chico, or bid Chico and play Grand. The settling up of the scores at the end, if the payments are not made at once in counters, is the same as in Skat. CRIBBAGE. Cribbage is not only one of the oldest of the games upon the cards, but enjoys the distinction of being quite unlike any other game, both in the manner of playing it, and in the system of reckoning the points. It is also peculiar from the fact that it is one of the very few really good games which require no effort of the memory; judgment and finesse being the qualities chiefly requisite for success. There are two principal varieties of the game; _=Five=_ and _=Six-card=_ Cribbage; and these again are divided according to the number of players. The old writers agree in speaking of the five-card game as the more scientific; but the modern verdict is in favour of the six-card game, which is certainly the more common and popular. The skill in Five-card Cribbage is limited to laying out for the crib and securing the “go”; but in Six-card Cribbage, while the scientific principles applicable to the crib remain the same as in the five-card game, there is abundant room for the display of skill all through, the hand being as important as the crib, and the play sometimes more important than either. The six-card game will be first described. _=CARDS.

=_ When several quartette teams compete with one another, Howell’s system of arrangement will be found the best. There are two methods; for odd and for even numbers of teams. _=Odd Numbers of Teams.=_ This is the simplest form of contest. Let us suppose five teams to offer for play, which we shall distinguish by the letters, _=a=_, _=b=_, _=c=_, _=d=_, _=e=_, arranging each at its own table thus:-- N a b c d e W + E a 1 a b 2 b c 3 c d 4 d e 5 e S a b c d e [Illustration: +---------------------------------+ +---------------------------------+ | MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB | |Table No 1 May 6 1895 | |Table No 1 May 6 1895 | | O Team | | X Team | | 1 Chinery 3 Bullock | | 1 D. Jones 3 M. Boyce | | 2 Lewis 4 Izard | | 2 E. Wilson 4 H. Jones | +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+ |E-W|Gain|Trump|HAND|N-S|Check| | |E-W|Gain|Trump|HAND|N-S|Check| | +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+ | 6 | | DK | 1 | 7 | ✓ | | | 6 | | DK | 1 | 7 | ✓ | | | 8 | | H7 | 2 | 4 | ✓ |1&2| | 9 | 1 | H7 | 2 | 5 | ✓ |3&4| | 2 | | HJ | 3 | 9 | ✓ | | | 4 | 2 | HJ | 3 |11 | ✓ | | | 6 | 1 | S4 | 4 | 8 | ✓ |---| | 5 | | S4 | 4 | 7 | ✓ |---| | 3 | | S9 | 5 |10 | ✓ | | | 3 | | S9 | 5 |10 | ✓ | | | 8 | 1 | D3 | 6 | 6 | ✓ |1&3| | 7 | | D3 | 6 | 5 | ✓ |2&4| |10 | 1 | C5 | 7 | 4 | ✓ | | | 9 | | C5 | 7 | 3 | ✓ | | | 8 | | HQ | 8 | 4 | ✓ |---| | 9 | 1 | HQ | 8 | 5 | ✓ |---| | 5 | 1 | DK | 9 | 9 | ✓ | | | 4 | | DK | 9 | 8 | ✓ | | | 4 | 1 | SA | 10 |10 | ✓ |1&4| | 3 | | SA | 10 | 9 | ✓ |1&4| | 7 | | S3 | 11 | 5 | ✓ | | | 8 | 1 | S3 | 11 | 6 | ✓ | | |11 | 1 | C2 | 12 | 3 | ✓ |---| |10 | | C2 | 12 | 2 | ✓ |---| | |--- | | 13 | | | | | |--- | | 13 | | | | | | +6 | | 14 | | | | | | +5 | | 14 | | | | | | | | &c | | | | | | | | &c | | | | +---+----+-----+----+---+-----+---+ +---+----+-----+----+---+-----+---+ ] [Illustration: +---------------------------------+ +---------------------------------+ | MANHATTAN WHIST CLUB | | MANHATTAN WHIST CLUB | |Table No 2 May 6 1895 | |Table No 2 May 6 1895 | | O Team | | X Team | | 1 Chinery 3 Bullock | | 1 D. Jones 3 M.

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_=9.=_ Any ball or balls behind the baulk-line, or resting exactly upon the line, are not playable if the striker be in hand, and he must play out of baulk before hitting another ball. _=10.=_ Misses may be given with the point or butt of the cue, and shall count one for each against the player; or if the player strike his ball with the cue more than once a penalty shall be enforced, and the non-striker may oblige him to play again, or may call on the marker to place the ball at the point it reached or would have reached when struck first. [The butt may also be used for playing a ball in hand up the table in order to strike a ball in baulk.] _=11.=_ Foul strokes do not score to the player, who must allow his opponent to follow on. They are made thus: By striking a ball twice with the cue; by touching with the hand, ball, or cue an opponent’s or the red ball; by playing with the wrong ball; by lifting both feet from the floor when playing; by playing at the striker’s own ball and displacing it ever so little (except while taking aim, when it shall be replaced, and he shall play again). _=12.=_ The penalty for a foul stroke is losing the lead, and, in case of a score, an opponent must have the red ball spotted, and himself break the balls, when the player who made the foul must follow suit, both playing from the D.

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The chief difference lies in the value of the tricks, because at bridge the opponents of the declaration can score toward game, and it is therefore frequently advisable to take a finesse or make a play that would be quite unjustifiable at auction, if there is any chance that such a play may win a game that would be otherwise impossible. Close attention to the score is an important factor in bridge which does not operate in auction, because in that game any previous score toward game is seldom of any use, eighteen out of every twenty deals being game hands or nothing, and the dealer having no more advantage in the selection of the trump than any other player. In bridge, one always calculates that the dealer will go out if he is 18 or 20 up on the score, as almost any suit will do. This prompts the side that has the deal, or a chance to go game, to lose no opportunity to win at once, before the other side gets a chance at it. ILLUSTRATIVE BRIDGE HANDS. The dealer is Z in both instances. In the first example, he makes it no-trump. In the second, Dummy, Y, makes it no-trump. A leads in both cases:-- ------------------------------+ +------------------------------ A Y B Z | | A Y B Z +------+------+-------+-------+--+-------+-------+------+------+ | 7♢ | 3♢ | J♢ | _K♢_ | 1| ♡6 | _♡A_ | ♡7 | ♡3 | | ♣Q | ♣2 | _♣K_ | ♣J | 2| ♣5 | _♣K_ | ♣3 | ♣2 | | _A♢_ | 8♢ | 6♢ | 2♢ | 3| ♣8 | ♣10 | ♣7 | _♣J_ | | 4♢ | _Q♢_| 2♠ | 5♢ | 4| 5♢ | 3♢ | _♣A_ | ♣4 | | ♣4 | ♣3 | _♣A_ | ♣10 | 5| _♡K_ | ♡2 | ♡9 | ♡J | | ♡3 | ♡5 | ♡J | _♡A_ | 6| ♡5 | ♡4 | 6♢ | _♡Q_ | | 8♠ | _♣9_ | ♡2 | ♣8 | 7| 5♠ | 3♠ | 6♠ | _♣Q_ | | 9♠ | _♣7_ | 3♠ | ♡4 | 8| 7♢ | 4♠ | 8♠ | _♣9_ | | ♡6 | _♣6_ | 4♠ | ♡Q | 9| 9♢ | 4♢ | 10♠ | _♣6_ | | ♡9 | _♣5_ | ♡8 | 7♠ |10| _A♠_ | 9♠ | J♠ | 7♠ | | 9♢ | J♠ | 5♠ | _Q♠_ |11| _♡10_ | Q♠ | 8♢ | 2♠ | | 10♢ | ♡7 | 6♠ | _A♠_ |12| _♡8_ | K♠ | 10♢ | 2♢ | | ♡K | ♡10 | _K♠_ | 10♠ |13| K♢ | _A♢_ | Q♢ | J♢ | +------+------+-------+-------+--+-------+-------+------+------+ The first of these examples shows the importance of playing for the suit which is longest between the two hands. Observe that the dealer plays the high cards from the hand which is shorter in the suit, and on the second round of clubs is careful to give up the higher of two cards, so as to get out of Dummy’s way and clear, or establish, the suit.

| +---+----------------------+----------------------+----------------------+ +---+----------------------+ | |Earls Heaton (Yorks.).| +---+----------------------+ | 1.|Roving life. | | 2.| -- | | 3.| -- | | 4.|Seeks for a bride. | | 5.| -- | | 6.

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Then the stone is _thrown_ back from No. 7 outside No. 1. Now it is placed on the toe, and the child walks through again, throwing up the foot when out, to catch the stone in the hand. Another way, done on the same plan, is for the player to place the stone in No. 1, leave it there, and hop into each division and back, then place it in No. 2, and repeat the hopping, and so on through all the figures. There is no _kicking_ of the stone, as is usual in London.--Roxton, St. Neots (Miss Lumley).

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Bandy-cad. Bandy-hoshoe. Bandy-wicket. Banger. Bar. Barbarie, King of the. Barley-break. Barnes (Mr.). Base-ball.

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The General shall move six feet (per motor), three feet across country. Boats shall move one foot. In moving uphill, one contour counts as one foot; downhill, two contours count as one foot. Where there are four contours to one foot vertical the hill is impassable for wheels unless there is a road. Infantry. To pass a fordable river = one move. To change from fours to two ranks = half a move. To change from two ranks to extension = half a move. To embark into boats = two moves for every twenty men embarked at any point. To disembark = one move for every twenty men.

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He feels so nice and cuddly in my mind. Cuddly, hell, said Woodley. I ve been in his mind, too. It s the most leering mind in this ship, bar none. Nasty man, said the little girl. She said it declaratively, without reproach. Underhill, looking at her, shivered. He didn t see how she could take Captain Wow so calmly. Captain Wow s mind _did_ leer. When Captain Wow got excited in the middle of a battle, confused images of Dragons, deadly Rats, luscious beds, the smell of fish, and the shock of space all scrambled together in his mind as he and Captain Wow, their consciousnesses linked together through the pin-set, became a fantastic composite of human being and Persian cat.