This may give your partner a tenace position over the player on your left. If partner begins with a high card in trumps, not the ace, credit him with the sequence below it, and put in your Pedro at the first opportunity. For instance: Partner leads King, won by the ace second hand. Whatever this player leads, put in your Pedro, if you have one, your partner must have Queen of trumps. Playing to the score is very important. Do not attempt to get more than the number bid until that is assured. On the other hand, if it is certain that the adversary cannot make good his bid, do not let him get as close to it as possible, but play boldly to win all you can, for every point he makes is simply lost. Here are a few example hands, which will give a very good idea of some of the fine points in the game. _=No. 1.

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_=THE SHOTS.=_ There are three shots common to billiards: The _=carrom=_ or _=cannon=_, in which a count is made by the cue ball striking both the other balls on the table. The _=winning hazard=_, in which the object or the carrom ball is driven into a pocket. The _=losing hazard=_, in which the cue ball goes into a pocket after contact with another ball. There are five ways of making the principal shots at billiards, and they should be thoroughly mastered by every player. These are: The force, the follow, the draw, the massé, and the side stroke. [Illustration] The first great principle in billiards is that the cue ball will always travel in the _=direction=_ in which the cue is pointed. Holding the cue upward, downward or sidewise makes no difference; the line of travel will be a prolongation of the line of the cue. In the three ways of striking the cue ball shown in the diagram in the margin, the ball will go in the direction of the arrow in each instance. [Illustration] If the cue is held nearly level with the surface of the table the ball will be pushed or rolled along; but if the cue is held perpendicularly, and the ball is struck directly on the top, the ball will be _=pinched=_ to the table, as in the first figure in the margin, and will not move.

Who will you have for your nuts in May, Nuts in May, nuts in May? Who will you have for your nuts in May, This cold frosty morning? We will have ---- for our nuts in May, Nuts in May, nuts in May, We will have ---- for our nuts in May, This cold frosty morning. Who will you have to pull her away, Pull her away, pull her away? Who will you have to pull her away, This cold frosty morning? We will have ---- to pull her away, Pull her away, pull her away, We will have ---- to pull her away, This cold frosty morning. --Settle, Yorks. (Rev. W. S. Sykes). IX. Here we come gathering nuts to-day, Nuts to-day, nuts to-day, Here we come gathering nuts to-day, So early in the morning. Pray, whose nuts will you gather away, Gather away, gather away? Pray, whose nuts will you gather away, So early in the morning? We ll gather Miss A---- s nuts away, Nuts away, nuts away, We ll gather Miss A---- s nuts away, So early in the morning.

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=_ The E & W hands only are scored, the card being laid aside after the original play is completed, and a new card used for the overplay. The difference in the totals of these two sets of score-cards will show which pair gained the most tricks. _=Four Pairs.=_ These should be arranged at two tables, changing adversaries after every 8 hands. The third set will exhaust the combinations, and it will then be found that each pair has played and overplayed an equal number of hands against every other pair. 1st set | 2nd set | 3rd set | | b | c | d a a | a a | a a b | c | d | | Hands:--1 to 8 | 9 to 16 | 17 to 24 | | d | b | c c c | d d | b b d | b | c Four hands are dealt at each table in each set, and then exchanged. The trump card is turned for every original deal. _=Scoring.=_ Each pair carries its own score-card with it from table to table, until the 24 hands have been played. The 7th column is used to designate the pair played against.

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Any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards. SNOOKER POOL. 1. The game of Snooker’s Pool is played by two or more players, either all against all or in partnership, with fifteen red balls, six pool balls, and one white ball as hereafter described. Any rest may be used. 2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker. The players play in the order in which the colors appear on the pool marking board. A player pocketing a ball scores its value as against each of the other players, and when penalized, pays the penalty to each of them. In a game where sides are formed a player either scores for his own side, or is penalized to the opposing side or sides.

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If this is conceded, the incidents might be grouped as follows:-- (1.) Drawing of water from a well. (2.) For a devotee at the well. (3.) Collecting flowers for dressing the well. (4.) Making of a cake for presentation. (5.) Gifts to the well [the silver pin, gold ring, and probably the garter].

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The partners first winning two games win the rubber. When the first two games decide the rubber, a third is not played. SCORING. 2. Each side has a trick score and a score for all other counts, generally known as the honour score. In the trick score the only entries made are points for tricks won (see Law 3), which count both toward the game and in the total of the rubber. All other points, including honours, penalties, slam, little slam, and under-tricks, are recorded in the honour score, which counts only in the total of the rubber. 3. When the declarer wins the number of tricks bid or more, each above six counts on the trick score; two points when spades are trumps, six when clubs are trumps, seven when diamonds are trumps, eight when hearts are trumps, nine when royal spades are trumps, and ten when the declaration is no trump. 4.

_=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later. _=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning with the lowest. The French terms are given in _=italics=_:-- Five tricks; or eight with a partner, in petite.

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2 per cent. of games played, counting drawn games as one-half. (a). Includes Queen’s Gambits and Queen’s Gambits declined. (b). Includes Centre and Counter Centre Gambits. _=THE MIDDLE GAME.=_ After a little experience with openings, the player will usually select one or two which he feels that he can handle better than others, and will make a specialty of them. Having mastered a number of variations, and learned the object of them in forming his pieces for attack or defence, he will naturally be led to the study of the middle game. In this there are a few general principles which should be steadily kept in view.

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The peculiar order of the cards; the privilege of renouncing when holding a card of the suit led; and the right of passing inferior trump leads, are very confusing to the beginner; but with practice the routine and strategy of the game soon become familiar. The player should first make up his mind whether he is going to try to win the pool or to spoil it. Particular attention should be paid to the player who robs, because he must have at least the ace and the turn-up in trumps, and is more likely to need spoiling than any other player. When a player wins a trick, some judgment will be necessary to decide whether he is trying for the pool himself, or simply spoiling it for some one else. When he wins two tricks, every other player at the table must combine against him. With only one small or medium trump, it is better to use it at the first opportunity. Unless the player has some hopes of winning the pool himself, he should trump all doubtful cards; that is, cards that may win the trick if not trumped. With two good trumps, it is better to wait for developments; even if you cannot win the last three tricks yourself, you may effectually spoil any other player. Do anything you can to prevent the possibility of a third trick being won by a player who has already won two. FORTY-FIVE, OR FIVE AND TEN.

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See Eller Tree, Wind up Jack, Wind up the Bush Faggot. Bummers A play of children. Bummers--a thin piece of wood swung round by a cord (_Blackwood s Magazine_, Aug. 1821, p. 35). Jamieson says the word is evidently denominated from the booming sound produced. Bun-hole A hole is scooped out in the ground with the heel in the shape of a small dish, and the game consists in throwing a marble as near to this hole as possible. Sometimes, when several holes are made, the game is called Holy. --Addy s _Sheffield Glossary_; _Notes and Queries_, xii. 344.

When he had first come into contact with her mind, he was astonished at its clarity. With her he remembered her kittenhood. He remembered every mating experience she had ever had. He saw in a half-recognizable gallery all the other pinlighters with whom she had been paired for the fight. And he saw himself radiant, cheerful and desirable. He even thought he caught the edge of a longing-- A very flattering and yearning thought: _What a pity he is not a cat._ Woodley picked up the last stone. He drew what he deserved--a sullen, scared old tomcat with none of the verve of Captain Wow. Woodley s Partner was the most animal of all the cats on the ship, a low, brutish type with a dull mind. Even telepathy had not refined his character.

If they have four, they have 3 in excess, and 1 for honours, a total of 4. If they have five, they count 6 by honours. At the end of the hand the points made by cards and by honours are multiplied by the value of the trump suit. This value varies according to the suit which is cayenne, which is always first preference. If cayenne is also the trump suit the points made by cards and honours are multiplied by 4. If the trump suit is the same colour as cayenne, the multiplier is 3. If it is a different colour the multiplier is 2 or 1, according to the suit. The rank of the suits as multipliers will be readily understood from the following table:-- If Cayenne is | ♡ | ♢ | ♣ | ♠ | If trumps, multiply by 4. Second color is | ♢ | ♡ | ♠ | ♣ | If trumps, multiply by 3. Third color is | ♣ | ♣ | ♡ | ♡ | If trumps, multiply by 2.

The cards are dealt 3-2-3 at a time. The eldest hand leads any card he pleases, and the others must follow suit if they can. If all follow suit, the highest card played wins the trick, which is turned face down, and the cards in it are dead. The winner leads for the next trick, and so on. But if any player is unable to follow suit, he is not allowed to discard, but must immediately gather up the cards already played, and take them into his own hand with the cards originally dealt to him. The players following the one who renounces to the suit led do not play to the trick at all; but wait for him to lead for the next trick. Should any player fail to follow suit on the next trick, or on any subsequent trick, he gathers the cards already played, takes them into his hand and leads for the next trick. The play is continued in this manner until some player gets rid of all his cards, and so wins the game. Enflé is usually played for a pool, to which each player contributes an equal amount before play begins. The game requires considerable skill and memory to play it well, it being very important to remember the cards taken in hand by certain players, and those which are in the tricks turned down.

Many players put all the flushes in the vertical columns, and build the pairs, triplets and fours from right to left. Straights are uncertain quantities unless they are flush also and are seldom played for. Each card has a double value, and it may help to make up two hands of high scoring power, if well placed. The highest possible point value for a tableau would probably be five hands of four of a kind and five straight flushes, four of which would be royal, like this: [Illustration: 🂱 🃑 🃁 🂡 🃉 🂾 🃞 🃎 🂮 🃈 🂽 🃝 🃍 🂭 🃇 🂻 🃛 🃋 🂫 🃆 🂺 🃚 🃊 🂪 🃅 ] The odds against the cards coming from the stock in such order as to make a tableau like this possible would be enormous, but there are many sets of twenty-five cards that can be rearranged so as to make a much higher count than that actually arrived at in the solitaire. The player’s skill consists in anticipating the possibilities that certain cards will be drawn and in so arranging his table that if the hoped for card comes out, the most advantageous place will be found open for it. _=TWO OR MORE PLAYERS.=_ Any number can play this game, the only limitation being the number of packs available and space enough on the table for each one to lay out his own tableau. One player is selected as the “caller” and he shuffles his pack and presents it to be cut. In the meantime each of the others sorts his individual pack into sequence and suit, so as to be able to pick out any named card without unnecessary delay. _=METHOD OF PLAYING.

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_=TAKING UP THE TRUMP.=_ After the trump is turned up, each player in turn examines his cards, and if he does not care whether the trump suit remains unchanged or not, he says: “_=I pass=_.” If all pass, the dealer must decide. The dealer has the advantage of being allowed to take the trump card into his own hand, discarding one of his worthless cards in its place. If he thinks he can make three tricks with the turn-up suit for trumps, and his partner’s probable assistance, or can win five tricks by playing alone, he discards any card he pleases, placing it under the remainder of the pack, face down, and without showing or naming it. If the dealer decides to play alone, it is usual for him to pass his discard across the table to his partner, face down, so that there may be no misunderstanding his intention. The dealer may take up the trump card at any time during the play of the hand; but it is usual to leave it on the pack until it is played to a trick. No one but the dealer can take the trump into his hand. _=TURNING DOWN THE TRUMP.=_ If the dealer fears that he and his partner cannot make three tricks with the turn-up suit for trumps, or would prefer to have the suit changed, he can pass.

Of course, I could have let the table s six per cent vigorish take it away from me, but that would have taken longer. Even with losing on every roll, the dice got around to me before I had lost the nine hundred I had set out to drop. I put four chips on the Don t Pass side of the line, shook left-handed because of my weak right arm, and got ready to come out. Sniffles seized me. Don t Billy Joe! she said suddenly. You ll lose! She pushed my chips across the line to the Pass side. That burned me up. Get your hands off my chips, I said, annoyed by bad gambling manners. Her face was all resignation and sadness. Well, not quite all.

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A player cannot receive from the dealer more or less cards than he discards; so that if a person is allowed to play with a short hand, of four cards only, he will still have only four cards after the draw. If his hand was foul, it will remain so after the draw. In drawing, a player may keep or discard what cards he pleases. There is no rule to prevent his throwing away a pair of aces and keeping three clubs if he is so inclined; but the general practice is for the player to retain whatever pairs or triplets he may have, and to draw to them. Four cards of a straight or a flush may be drawn to in the same way, and some make a practice of drawing to one or two high cards, such as an ace and a king, when they have no other chance. Some hands offer opportunities to vary the draw. For instance: A player has dealt to him a small pair; but finds he has also four cards of a straight. He can discard three cards and draw to the pair; or one card, and draw to the straight; or two cards, keeping his ace in the hope of making two good pairs, aces up. The details of the best methods of drawing to various combinations will be discussed when we come to suggestions for good play. [Illustration: 🂱 🂴 🃒 🂣 🃄 ] In drawing cards, each player in turn who has made good his ante, beginning with the age, must ask the dealer for the number of cards he wants.

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. If this is an honour, the dealer marks one white counter for it. There are no discards. _=Impérials.=_ Certain combinations of cards are known as impérials, and the player marks one red counter for each of them. The best impérial is carte blanche, which is sometimes marked as a double impérial, and worth two reds. A sequence of K Q J A in any suit is an impérial.

The suits shall always outrank one another in the same order; clubs, spades, hearts and diamonds. The four jacks, or Wenzels, which are always the four best trumps, shall outrank one another in the same order. 13. In Nullo, the cards rank: A K Q J 10 9 8 7, and the suits and jacks are all of equal rank. DEALING. 14. When four or more play at the same table, the dealer takes no cards, but gives cards to the two sitting immediately on his left and to the one next him on his right. 15. When only three play, Hinterhand shall deal the cards. 16.

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Any one may deal the first hand, after which the deal passes to the left. Three cards are given to each player the first round, then two are laid off for a widow, then four to each player, and then three to each. Beginning on the dealer’s left, each player in turn may name the trump if he thinks he can take at least six of the ten tricks to be played for. Bids outrank one another in the order of the suits, hearts being preference always. The number of tricks is not mentioned. In case there are no bids, each in turn has a second chance to bid for the widow. These bids are made in counters, to be put into the pool. The highest bidder takes the widow, lays out two cards, and then names the trump suit. The players agree upon a value for the tricks won, and payments are made from the pool accordingly. These payments may vary according to the rank of the trump suit.

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Fig. 4. Fig. 5. Fig. 6. Fig. 7. Fig. 8.