If any player takes the widow, those following him must play the hand dealt them or pass out. In some clubs the eldest hand is obliged to play, either with his own hand or with the widow. If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump. _=METHOD OF PLAYING.=_ The eldest hand of those who have declared to play begins by leading any card he pleases. Each player in turn must head the trick; that is, play a higher card if he can.

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Lead through the strong suits, and up to the weak. 2nd. Do not lead through a fourchette. 3rd. Do not lead up to a tenace. These rules must not be blindly followed in every instance. They are simply general principles, and some of the prettiest _=coups=_ arise from the exceptional cases. _=Leading Through Dummy.=_ The eldest hand, when he does not deem it advisable to go on with his own suit, may be guided in his choice by the strength or weakness of certain suits in Dummy’s hand. The play against Dummy is especially important at no trumps.

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Church and Mice. Click. Click, Clock, Cluck. Clowt-clowt. Clubby. Coal under Candlestick. Cob. Cobbin-match. Cobble. Cobbler s Hornpipe.

Nine Holes Nine round holes are made in the ground, and a ball aimed at them from a certain distance; or the holes are made in a board with a number over each, through one of which the ball has to pass.--Forby s _Vocabulary_. A rural game, says Nares, played by making nine holes in the ground, in the angles and sides of a square, and placing stones and other things upon, according to certain rules. Moor (_Suffolk Words and Phrases_) says: This is, I believe, accurate as far as it goes, of our Suffolk game. A hole in the middle is necessary. In Norfolk, Holloway (_Dict. Prov._) says that nine round holes are made in the ground, and a ball aimed at them from a certain distance. A second game is played with a board having nine holes, through one of which the ball must pass. Nares quotes several authors to show the antiquity of the game.

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No, Billy Joe! she cried. I _don t_ want to die! Who s dying? I snapped. He s shooting me! she gasped. Shoot? With what? I had one terrified moment--what to lift? What was aimed at her? At the last possible moment I saw it. His crap-stick was a hollow tube, and he was raising it toward _me_, not toward Pheola. I d heard of things like that--a gas-powered dart gun. Silent, and shooting a tiny needle with a nerve poison in grooves cut in its tip. I lifted, but half in panic. Fowler Smythe squeezed his trigger and the tiny dart leaped unseen across the crap layout. My lift had been way off--it should have thrown the stick toward the ceiling, where no one would have been hurt.

B. Gomme). [Music] --Dorsetshire (Miss M. Kimber). [Music] --Sporle, Norfolk (Miss Matthews). I. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all the right hands in, Take all the right hands out, Shake all the right hands together, And turn yourselves about. Here we dance lubin, lubin, lubin, Here we dance lubin light, Here we dance lubin, lubin, lubin, On a Saturday night. Put all your left hands in, Take all your left hands out, Shake all your left hands together, And turn yourselves about.

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Crombie says, The game of Hop-scotch was one of considerable antiquity, having been known in England for more than two centuries, and it was played all over Europe under different names. Signor Pitré s solar explanation of its origin appeared improbable to him, for not only was the evidence in its favour extremely weak, but it would require the original number of divisions in the figure to have been twelve instead of seven, which was the number indicated by a considerable body of evidence. It would seem more probable that the game at one time represented the progress of the soul from earth to heaven through various intermediate states, the name given to the last court being most frequently paradise or an equivalent, such as crown or glory, while the names of the other courts corresponded with the eschatological ideas prevalent in the early days of Christianity. Some such game existed before Christianity, and Mr. Crombie considered that it had been derived from several ancient games. Possibly the strange myths of the labyrinths might have had something to do with Hop-scotch, and a variety of the game played in England, under the name of Round Hop-scotch, was almost identical with a game described by Pliny as being played by the boys of his day. Mr. Crombie also said he believed that the early Christians adopted the general idea of the ancient game, but they not only converted it into an allegory of heaven, with Christian beliefs and Christian names; they Christianised the figure also; they abandoned the heathen labyrinth and replaced it by the form of the Basilicon, the early Christian church, dividing it into seven parts, as they believed heaven to be divided, and placing paradise, the inner sanctum of heaven, in the position of the altar, the inner sanctum of their earthly church. See Hap the Beds. Hop, Step, and Jump See Half-Hammer.

_=POSITION OF THE PLAYERS.=_ The four players at the bridge table are indicated by letters; A and B are partners against Y and Z; Z always represents the dealer, who always makes the first bid, A being the second bidder, Y the third and B the fourth. [Illustration: +-----+ | Y | |A B| | Z | +-----+ ] _=DEALING.=_ The cards having been properly shuffled the dealer, Z, presents them to the pone, B, to be cut. At least four cards must be left in each packet. Beginning at his left, the dealer distributes the cards one at a time in rotation until the pack is exhausted. When two packs are used, the dealer’s partner shuffles one while the other is dealt, and the deal passes in regular rotation to the left until the rubber is finished. _=IRREGULARITIES IN THE DEAL.=_ If any card is found faced in the pack, or if the pack is incorrect or imperfect, the dealer must deal again. If any card is found faced in the pack, or is exposed in any manner; or if more than thirteen cards are dealt to any player, or if the last card does not come in its regular order to the dealer, or if the pack has not been cut, there must be a new deal.

It may be observed that each of these is twice the amount of the next lower. When misère partout is played, the person winning the largest number of tricks is the only loser, and he must pay each of the other players the difference between the number of his tricks and theirs in red counters. The number of red counters lost will always be found to be three times the number of tricks taken, minus the number of tricks not taken. For instance: A wins 4 tricks, three times which is 12; from which he deducts 9, the number he did not take, and finds his loss to be 3 red counters. Again; A wins 7 tricks; three times which is 21; minus 6 tricks not taken, a net loss of 15. No matter in what proportion the other tricks may be divided between the three other players, this total payment will always be found correct. For instance: A wins 6 tricks; Y 2; B 5; and Z none. A loses 6 x 3 = 18-7 = 11, of which he gives 4 to Y; 1 to B; and 6 to Z. If two players tie for the greatest number of tricks taken, they calculate their losses in the same manner; but each pays only half the total. For instance: A and Y each take 5 tricks; B taking 1, and Z 2.

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⦾ ⦿. Kings can move either backward or forward, but only one square at a time. If a man arrives at the king-row by capturing an adverse piece, that ends the move, and the newly made king cannot move again, even to capture another piece, until his adversary has moved. [See notes to Diagram No. 7.] _=The Object of the Game=_ is to confine your adversary’s pieces so that he cannot move any of them; or to capture all of them, so that he has none to move. You may succeed in confining the whole twelve of your adversary’s men, without capturing any of them, as in Diagram No. 2; or such as are left on the board after a certain number have been captured, as in Diagram No. 3. [Illustration: No.