The fundamental principle of the short-suit game, as first explained to the world by the New York _Sun_, is to use the original or opening lead to indicate the general character of the hand rather than any details of the individual suit. In the long-suit game the original leader is always assuming that his partner may have something or other, and playing on that supposition. The short-suit player indicates the system of play best adapted to his own hand, without the slightest regard to the possibilities of his partner. It is the duty of the partner to indicate his hand in turn, and to shape the policy of the play on the combined indications of the two. This does not mean that the player shall always lead a short suit, but that he should combine the best features of both systems, without slavish adherence to either. This idea has been brought to perfection in practice by the famous American Whist Club of Boston, and under the able leadership of its captain, Harry H. Ward, it has demonstrated that he can take any kind of a team and beat any of the old style long-suit players, no matter how skilful they may be. The following is a brief outline of the American game, as given by Captain Ward in _Whist_ for May, 1906:-- _=Five-trump Hands.=_ With five trumps, and the suits split, 3, 3, 2, we always open a trump, unless we have a tenace over the turn-up card. From five trumps and a five-card plain suit, we open the suit if it is one that will require some help to establish; otherwise the trump.
_=SCORING.=_ The last card played, the total number of points made by each player are put down on the score sheet, or marked on a cribbage board, and if neither player has reached 100 points, the deal passes to the one who was elder hand on the last deal. The order of scoring should be carefully observed, in order to determine which goes out first, and whether or not a player is lurched. Carte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for Leading or Winning, Pic, the Odd Trick, Capot. If one player reaches 100 before his adversary has reached 50, it is a _=lurch=_, and counts a double game. _=Abandoned Hands.=_ If a player throws down his cards, he may still take them up again, unless he or his adversary have mixed their cards with the discards, or with the remainder of the talon. _=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are good discarding, and taking advantage of tenace positions in the play, so as to secure the count for cards, which is often important. _=Elder Hand.
The winner of the first trick leads for the next, and so on, until all the cards have been played, or the game is acknowledged as won or lost, and abandoned. In a Grand, if a Jack is led, players must follow suit with the other Jacks, they being trumps. _=Abandoned Hands.=_ If the single player finds he has overbid himself, or sees that he cannot make as good a game as bid, he may abandon his hand to save himself from being made schneider or schwarz, provided he does so before he plays to the second trick. A Solo cannot be abandoned in this manner, as the rule is made only to allow a player to get off cheaply who has been unlucky in finding nothing in the Skat to suit his hand. For instance: A player has risked a Tourné with a missing suit, and turns up that suit. He can abandon his hand at once, losing his bid or the next higher game, but escaping schneider. _=Irregularities in the Hands.=_ If, during the play of a hand, any person is found to have too many or too few cards, the others having their right number, it is evident that there has been no misdeal if the pack is perfect and there are two cards in the Skat. If the player in error has too few cards, probably from having dropped one on the floor, or having played two cards to the same trick, he loses in any case, but the adversary may demand to have the hand played out in order to try for schneider or schwarz, and the last trick, with the missing card, must be considered as having been won by the side not in fault.
The ball is placed in the middle of the ground. It is started by two players who stand opposite each other, the ball lying between their two sticks. They first touch the ground with their hockey-sticks, then they touch or strike their opponents stick. This is repeated three times. At the third stroke they both try to hit the ball away. The ball may only be played by a hockey-stick, and a goal is gained when the ball is played between the posts by the opposing party.--Barnes (A. B. Gomme). (_b_) In Ross and Stead s _Holderness Glossary_ this game is described under the name of Shinnup.
Poor kid, when she was a barefoot moppet she stepped on a fledgling robin in the grass. She hasn t gotten over the squish of it yet. Birds don t trouble me. I can look at them all day. It takes snakes to give me the green shudders. I hate them. She was getting better at them, I decided. This was the fourth one since breakfast and the roughest-looking of the lot. It was a diamondback rattler, and lay coiled on the rug at my feet. I turned my swivel chair slowly back to my desk and riveted my eyes to the blotter.
|Suppose the pipe | -- | -- | | |should fall and break.| | | |34.|We ll give him a bag | -- | -- | | |of nuts to crack. | | | |35.|Suppose the nuts were | -- | -- | | |rotten and bad. | | | |36.| -- |Set a dog to bark all | -- | | | |night. | | |37.| -- |If the dog should meet| -- | | | |a bone. | | |38.
SHROPSHIRE Burne s _Shropshire Folk-lore_. Madeley, Middleton Miss Burne. Tong Miss R. Harley. { Elworthy s _Dialect_, _Somerset and SOMERSETSHIRE { Dorset Notes and Queries_, Holloway s { _Dictionary_. Bath Miss Large. STAFFORDSHIRE-- Hanbury Miss E. Hollis. Cheadle Miss Burne. Tean, North Staffordshire { Miss Keary, Miss Burne, Mrs.