5=_ is a shot which was thought impossible until a few years ago. It depends on the communication of side to the object ball. The cue ball is struck very much on the side, almost like a massé, the spin thus given being communicated to the object ball and from that to the second ball, to which it must be frozen. The result will be that the second ball will make a slight curve on its way to the pocket. _=False Angles.=_ In playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one. Some players imagine this can be done by putting side on the cue ball, but such is not the case. It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion. This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool.
The hands and crib are then shown. If either player can reach exactly 31, he scores two points for it, whether he has been told to go or not. Suppose the pone begins with a Nine. The dealer plays a Six and pegs 2 for the fifteen. The pone pairs the Six, calls “Twenty-one,” and pegs 2 for the pair. The dealer with two Fives and a Four in his hand, plays the Four, and calls “Twenty-five,” hoping the pone has no small card, which will allow the dealer to make a run of three with one of his Fives if he is told to go. But the pone plays a Five, calling: “Thirty, with a run of three.” The dealer tells him to go, and he plays an Ace, pegging two holes for the 31. The cards are all turned down, and the pone having no cards, the dealer plays his two Fives, and pegs a pair and the last card. The pair counts in this case because the adversary has no cards to interfere with it.
The players then attempt to run between the Homes, and if the one in the middle holds any of them while he says One, two, three, I catch thee; help me catch another, they have to stay and help him to collar the rest until only one is left. If this one succeeds in getting between the Homes three times after all the others have been caught, he is allowed to choose the one to go Click in the next game; if he fails, he has to go himself.--Marlborough, Wilts (H. S. May). See Cock. Click, Clock, Cluck A man called Click came west from Ireland, A man called Click came west from Ireland, A man called Click came west from Ireland, Courting my Aunt Judy. A man called Clock came west from Ireland, A man called Clock came west from Ireland, A man called Clock came west from Ireland, Courting my Aunt Judy. A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, A man called Cluck came west from Ireland, Courting my Aunt Judy. --Isle of Man (A.
The button stands for 500 points, each blue counter for 100, the red for 50, and the white ones for 10 each. At the beginning of the game the counters are placed on the left of the player, and are passed from left to right as the points accrue, exchanging smaller denominations for higher when necessary. Many persons find it more convenient to peg the game on a pull-up cribbage board, starting at 21, counting each peg as 10 points, and going twice round to the game hole. _=STAKES.=_ Bézique is played for so much a game, 1,000 points up; or for so much a point, the score of the loser being deducted from that of the winner. When a partie of five games is agreed upon, it is usual to have an extra stake upon the odd game, and when three games have been won by the same player, the partie is at an end. It is usual to count it a double game if the loser has not reached 500 points. _=PLAYERS.=_ Bézique is played by two persons, one of whom is known as the _=dealer=_, and the other as the _=pone=_. They cut for choice of seats and deal, the player cutting the highest card having the first choice, and electing whether or not to deal himself.
B. Gleason, 1912. Fine Points of Bridge, by Florence Irwin, 1912. Auction Bridge, by J.B. Elwell, 1912. Royal Auction Bridge, by R.F. Foster, 1912. Scientific Auction Bridge, by E.
... brass. | -- | | 15.| -- |.....
--Crockham Hill, Kent (Miss Chase). VI. Drawing a bucket of water For my lady s daughter; Put it in a chestnut tree, And let it stay an hour. One of you rush, two may rush, Please, old woman, creep under the bush; The bush is too high, the bush is too low, Please, old woman, creep under the bush. --Hampshire (Miss Mendham). VII. Draw a pail of water For a lady s daughter; Give a silver pin for a golden ring-- Oh pray, young lady, pop under. --Northants (Rev. W. D.
_=The Balls=_ must not exceed 27 inches in circumference in any direction, but smaller balls may be used. _=Frames.=_ Each player rolls ten frames or innings, in each of which he is supposed to have three balls, although as a matter of fact he rolls two only. In match games, two alleys are used, and the players roll one inning on each alternately. _=A Strike=_ is made when all ten pins are knocked down with the first ball of the innings, and it is scored on the blackboard with a cross, the number of pins made with the three balls being filled in afterward. _=A Spare=_ is made when all ten pins are knocked down with the two balls of one inning, and it is marked with a diagonal stroke. If the player fails to get either a strike or a spare, it is a _=Break=_, marked with a horizontal line, under which is written the actual number of pins down. After each ball is rolled any pins that have fallen on the alley are called _=deadwood=_, and must be removed before the second ball is rolled. _=Counting.=_ If a player makes a strike in one inning, all that he makes on the next two balls rolled, whether in one inning or not, counts also on the strike, so as to give him the total score on three balls for the frame.
Johnny Rover. Jolly Fishermen. Jolly Hooper. Jolly Miller. Jolly Rover. Jolly Sailors. Jowls. Jud. KEELING the Pot. Keppy Ball.
III. and VI., and on discards in Vol. VII. IMPERIAL, OR PIQUET WITH A TRUMP. Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. _=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue.
In order to avoid forcing partner. 3rd. In order to avoid forcing both adversaries. 4th. Because it is hopeless, and there is some chance in another. 5th. To prevent a cross ruff, by leading trumps. _=Simple Inferences=_ from the fall of the cards usually supply the best guide in the matter of changing suits. If the Jack is led from K Q J x x, and wins the trick, partner may be credited with the Ace; and if the original leader has four trumps, and a card of re-entry, he should quit his established suit, and lead trumps to defend it. If the King and Ace have been led from A K x x, partner dropping the Queen on the second round, the suit should be changed, unless the original leader is strong enough to risk weakening his partner by forcing him to trump the third round.
Miss Matthews describes it as follows:-- A line of children is formed, and the two standing opposite it sing the questions, to which the line reply; then the two start off running in any direction they please, and the others try to catch them. [Illustration: Fig. 1.] [Illustration: Fig. 2.] The second method of playing is best described by the Rev. Walter Gregor, from the Nairn game, which is known as The Gates of Babylon. Mr. Gregor writes as follows:-- This game may be played either by boys or girls. Two of the players join hands, and stand face to face, with their hands in front as if forming a gate.
A summer-house will do, if there is no window for the Giant to see out of. The others then have to knock at the door with their knuckles separately. The Giant rushes when he thinks all the children have knocked, and if he succeeds in catching one before they reach a place of safety (appointed beforehand) the captured one becomes Giant.--Bitterne, Hants (Mrs. Byford). See Wolf. Giddy Giddy, giddy, gander, Who stands yonder? Little Bessy Baker, Pick her up and shake her; Give her a bit of bread and cheese, And throw her over the water. --Warwickshire. _(b)_ A girl being blindfolded, her companions join hands and form a ring round her. At the word Yonder the blindfolded girl points in any direction she pleases, and at line three names one of the girls.
IMPERIAL, OR PIQUET WITH A TRUMP. Impérial differs from Piquet in some minor details, although the leading principle is the same. There are no discards; sequences of court cards are the only ones that count; tierces are worthless; and a trump suit is added. The _=cards=_ rank K Q J A 10 9 8 7; the K Q J A and 7 of trumps are called honours, and in all sequences the four highest cards in the suit are the only ones that count. _=Counters.=_ Each player is supplied with six white and four red counters, which are passed from left to right as the points accrue. Each red is worth six white, and when all six white counters have been passed over, they must be returned, and a red one passed over in their place. When all the counters, four red and six white, have been passed over, the game is won. _=Dealing.=_ Twelve cards are given to each player, two or three at a time, and the twenty-fifth is turned up for the trump.
Gravel crunched dimly under another foot. Somebody had stepped invisibly onto the roof. It scared the daylights out of me, more so because I was flat on my back. Cautiously I turned my head toward the door I had come through. I could see the fuzzy redness of a cigarette in the dark. It brightened as the smoker took a drag. Then I heard the sniffle, and knew who it was. She stood there, apparently leaning against the wall behind her, silently, invisible but for the glow of her cigarette, and not moving her feet. Hello, I said at last. Wasn t sure you wanted to talk, she said out of the dark.
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e._, each trick short of the number declared). If the declaration be doubled, the adversaries score 100 points; if redoubled, 200 points for each under-trick. 48. The loss on the dealer’s original declaration of “one spade” is limited to 100 points, whether doubled or not, unless redoubled. Honours are scored as held. 49. If a player make a declaration (other than passing) out of turn, either adversary may demand a new deal, or may allow such declaration to stand, in which case the bidding shall continue as if the declaration had been in turn. If a player pass out of turn, the order of the bidding is not affected, _i.e.
Rubbers are not played. It is usual to form a pool, each player depositing the stake agreed upon, and the winner taking all. In partnership games, each losing player pays the successful adversary who sits to his right. If three pairs were engaged, and A-A won, C and B would each pay the A sitting next him. Before play begins, it should be understood who pays for revokes; the side or the player. _=METHOD OF PLAYING.=_ The player on the dealer’s left begins by leading any card he chooses, and the others must all follow suit if they can. Failure to follow suit when able is a revoke, the penalty for which, if detected and claimed by the adversaries, is the immediate loss of the game. When there are more than two players or two sets of partners, the revoking player or side must pay the two or more adversaries as if each had won the game. In some places the individual is made to pay, not the side.
. gold and silver.| -- | | 16.| -- |..... pearl. | -- | | 17.