=_ Instead of putting down the amount made in each inning, the total of the frame is added to the total of the previous score, so that the last figure put down shows the total score up to and including that frame. The following illustration shows the total score of a player for ten innings. The top line of figures gives the number of the frame. The second shows the number of pins knocked down by each ball rolled, and the third line shows how the scores would be actually put down on the blackboard, the strike, spare, and break marks being placed above the figures. With the exception of the second line of figures, which is put in for purposes of illustration only, this might be a copy of an actual score. Frames | 1 | 2 | 3| 4 | 5 | 6 | 7 | 8 | 9 | 10 --------+---+---+--+---+---+---+---+---+---+----- Pins |8-2|5-5|10|9-0|7-2|8-2|10 |8-2|8-1|7-3-9 --------+---+---+--+---+---+---+---+---+---+----- | \ | \ | X| - | - | \ | X | \ | - | \ Score |15 |35 |54|63 |72 |92 |112|140|149|168 As the player made a spare on the last frame, he had another ball to roll, on what was practically a new frame, with which he made 9 pins. _=Averages.=_ If a team is playing a match, and one of the players is unavoidably absent, it is the custom to give him credit for his average, according to the records of his previous games during the tournament or the season. This is considered better than appointing a substitute to play for him. There are a great many varieties of Ten Pins, the most interesting of which will be found described in the following Laws of the game, which are reprinted here by the kind permission of the Brunswick-Balke-Collender Co.

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The method of playing the Warwick, Fernham, and Louth versions is practically the same. The children stand in half-circle beginning with the two tallest at either end. All clasp hands. The two at one end question those at the other end alternately (fig. 1). At the last line the two that have been answering hold their hands up to form a bridge, and all the others thread through, still holding hands (the bridge advancing slowly) (fig. 2). The Louth version is also sometimes played as Oranges and Lemons. This is also the case with the Belfast, South Shields, Ellesmere, and Dublin versions. Miss Burne also gives a second method of playing this game at Ellesmere: she says, The whole number of players stand in two rows facing each other, each player joining hands with the one opposite.

It is 12 to 1 against making a full hand by drawing to _=two pairs=_. It is 8 to 1 against improving _=triplets=_ by drawing two cards; 14½ to 1 against a full hand, and 23 to 1 against four of a kind. It is 12 to 1 against improving if one card is drawn; 16 to 1 against the full, and 46 to 1 against four of a kind. It is 11 to 1 against making a straight out of a sequence of four cards which is open in the middle, or at one end only. It is 5 to 1 against making a straight out of a sequence of four which is open at both ends. [Illustration: 🂻 🃚 🂨 🂧 | 🂹 🃘 🂧 🃆 IN-BETWEEN STRAIGHT. OPEN-END STRAIGHT. ] It is 4½ to 1 against filling a four-card flush. It is 23 to 1 against filling a three-card flush. It is 95 to 1 against filling a two-card flush.

Four trumps with two or three honours may be called strong; or five trumps, even without an honour. Five trumps with two or more honours is great strength. Any player other than the eldest hand should propose on general strength and the player accepting him should do so on trump strength. Some such distinction should be clearly understood, in order that there may be no such contretemps as two players proposing and accepting on trumps alone and finding themselves without a trick in the plain suits after the trumps are drawn. If the eldest hand is strong in trumps, but has not four sure tricks, he should pass, which will give him an excellent opportunity to accept a player proposing on general strength in the plain suits. If the proposal should be accepted before it comes to his turn, the eldest hand should be in a good position to defeat it. If any player, other than the eldest hand, has sufficient trump strength to justify a proposal, he will usually find that he can risk a solo; or by passing, defeat any proposal and acceptance that may be made. _=Accepting.=_ A proposal by the eldest hand should not be accepted by a player with only one strong suit. The probability of tricks in several suits is better than a certainty in one suit; but if one strong suit is accompanied by a card of re-entry, or by four trumps, it should prove very strong, particularly in partnership with the eldest hand.

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After looking at it he may ask for another, and so on until he is créve or stands. Should a player overdraw himself, he says nothing about it until all are helped, when the hands are exposed. Any player having exactly 16 takes the farm and all its contents. If there is more than one 16, that which is made with the assistance of the ♡6 wins, otherwise the one which is made with the fewest cards. If this is a tie the eldest hand wins. If no one has exactly 16, the farm stays with its original owner deal after deal, until exactly 16 is held by some player. Whether any one wins the farm or not, when the hands are exposed all those who have overdrawn must pay to the one who owned the farm at the beginning of that deal, as many counters as they have points more than 16. These payments do not go into the farm, but are clear profits. Those who have less than 16 pay nothing to the farmer; but the one who is nearest 16 receives a counter from each of the others. Ties are decided by the possession of the ♡ 6, or the fewest cards, or the eldest hand, as already described.

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A living doll, I said. I took a better look at this honey. Face it, he was an oily snake, cleaned up as much as possible, but not enough. No amount of dude ranch duds, gold spurs or Indian jewelry could hide his stiletto mentality. He was just a Tenderloin hoodlum with some of the scum scraped off. Well, I should know. So was I. Simonetti finished licking the seam of his roach. He came forward as he lit it and blew too much smoke in my face. What you doing here? he said in a husky voice.

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Bittle-battle. Bitty-base. Black Man s Tig. Black Thorn. Blind Bell. Blind Bucky Davy. Blind Harie. Blind Hob. Blind Man s Buff. Blind Man s Stan.

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=_ After examining the cards exposed on the table, and the down card in his own hand, the dealer has the privilege of naming any suit he pleases for trumps. No consultation with partner is allowed. _=METHOD OF PLAYING.=_ The player to the left of the dealer begins by leading any one of his exposed cards, and the others must follow suit if they can; either with one of their exposed cards, or with their down cards. A player having none of the suit led may either discard or trump. The highest card played of the suit led wins the trick, and trumps win all other suits. The side winning the trick takes it in and arranges it just as at Whist. Before leading for the next trick all cards which have been uncovered are turned face up. If any person has played his down card he will have no card to turn up, none having been uncovered. The cards cannot under any circumstances be shifted from their original positions.

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. _=PLAYING ALONE.=_ No player but the one that takes up, orders up, or makes the trump can play a lone hand. If the dealer takes up the trump card of his own accord, he can play alone.

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(_b_) At Biggar (Mr. Ballantyne) this game was generally played on the green by boys and girls. A ring is formed by all the children but one, joining hands. The one child stands in the centre. The ring of children dance round the way of the sun, first slowly and then more rapidly. First all the children in the ring bow to the one in the centre, and she bows back. Then they dance round singing the first and second verses, the second verse being addressed to the child in the centre. She then whispers a boy s name to one in the ring. This girl then sings the third verse. None in the ring are supposed to be able to answer, and the name of the chosen boy is then said aloud by the girl who asked the question.

The surgeon who had done the cutting while I had put TK clamps on the inaccessible arteries was at my side, breathing a sigh of relief that the patient hadn t died on the table. He d still die, I figured, but not on the table. I d felt the fluttery rasp of his heart muscle as it had strained against my lift. He didn t have too long. Thank God for a dry field, the scalpel surgeon said, politely holding out his left hand to me. I shook it with my left. That s why I hadn t done the cutting, too. There aren t any one-handed surgeons. My right arm looks fine. It just hasn t any strength.

_=HONOURS.=_ In any call in which there is a trump suit, the A K Q and J of trumps are honours, and may be counted by the successful bidder if he carries out his proposal. If the single player, or a caller and his partner have all four honours dealt them, they score as for four over-tricks; if three, as for two over-tricks. Honours do not count for the adversaries under any circumstances. In bidding on a hand, it must be remembered that although honours will count as over-tricks in payments, they cannot be bid on. If a player has nine tricks and two by honours in his hand, he cannot bid eleven. If he bids nine and fails to make so many, he cannot count the honours at all. It is growing less and less the custom to count honours in America. A player making a bid can be compelled to play it; but it is usual to allow him to pay instead of playing, if he proposes to do so, either because he has overbid his hand or for any other reason. _=METHOD OF PLAYING.

=_ Dummy’s partner is not liable to any penalty for cards dropped face upwards on the table, or two or more played at once, because it is obvious that Dummy cannot gain any advantage from such exposed cards. _=Leading out of Turn.=_ Should either dummy or his partner lead out of turn, the adversaries may call a suit from the one that should have led. It should be noticed that if it was not the turn of either to lead, there is no penalty; for neither can have gained any advantage from knowing what suit the other wished to lead, or from the exposed card. Should all have played to the erroneous lead, the error cannot be corrected, and no penalty remains. The methods of _=Taking Tricks=_; _=Scoring=_; _=Claiming and Counting Honours=_; _=Marking Rubber Points=_, etc., are the same as in whist, and the counters are used in the same manner. _=Cutting Out.=_ As already observed, there is no change of partners, or of the rotation of the deal, until the completion of a rubber; but at the beginning of each rubber, dummy must deal the first hand. Should one side win the first two games in any rubber, the third is not played.

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Under certain conditions, each player in his proper turn may take up certain cards from the table, together with the one played from his hand, turning them face downward in front of him. He is entitled to count all the points contained in the cards taken in or won in this manner. These conditions are: that he can match or _=pair=_ a card or cards on the table; that he can _=combine=_ two or more cards on the table so as to make their total pip value equal to that of the card he plays; or that he can _=build=_ a card in his hand upon one on the table, so as to make their total pip value agree with that of a second card, still in his hand. _=Pairing.=_ If the person whose turn it is to play, holds in his hand any card of a similar denomination to any of those on the table, he may play the card from his hand, face upward, and then gather it in again, together with all similar cards, turning them face downward in front of him. For instance: He holds an Eight, and there are one or two Eights on the table. He plays the Eight from his hand, and then gathers in all of them. _=Combining.=_ If a player holds any card, not a K Q or J, the pip value of which is equal to that of two or more cards on the table, he may play the card from his hand, and then gather it in again, together with the two or three cards that collectively equal it in pip value. For instance: He holds a 9, and a 4, 3 and 2 are upon the table.

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(6.) Command of silence. (7.) The presence of the devotee at the sacred bush. All these are incidents of primitive well-worship (see Gomme s _Ethnology and Folk-lore_, pp. 82-103). Garland dressing is very general; cakes were eaten at Rorrington well, Shropshire (Burne s _Shropshire Folk-lore_, p. 433); pins and portions of the dress are very general offerings; silence is strictly enforced in many instances, and a sacred tree or bush is very frequently found near the well. The tune of the Hampshire game (Miss Mendham s version) is practically the same as that of the Mulberry Bush. Newell (_Games of American Children_, p.

It is almost impossible to get out the whole fifty-two for $260, but it is done occasionally. I DOUBT IT. This is a good round game, any number taking part. The full pack of fifty-two cards is dealt round, one card at a time as far as it will go equally, the remainder being left in the centre of the table, face down. Any one can deal. The player to the left of the dealer starts the game by taking from his hand any three cards he pleases and laying them on the table in front of him face down. He then announces, “These are three jacks,” or anything he likes to call them, there being no obligation to tell the truth about it, so the cards might actually be a six four and a deuce. Each player in turn to the left can doubt the statement that the cards are three jacks, or he can pass. If any player in his proper turn says, “I doubt it,” the three cards are at once turned face up. If the statement is not correct, the three cards are at once taken back into the player’s hand, together with all the cards lying face down in the centre of the table at the time.

The mate can be accomplished in six moves, as follows:-- B-B7 B-Q7 K-Kt6 1 --------- 2 -------- 3 --------- K-B sq K-Kt sq K-B sq B-Q6 ch B-K6 ch B-K5 mate 4 --------- 5 -------- 6 --------- K-Kt sq K-R sq K, B and Kt against K. This is one of the most difficult endings for a beginner, but is very instructive, and should be carefully studied. Set up the men as follows:-- Black King on K R sq. White King on K B 6, white Bishop on K B 5, and white Knight on K Kt 5; White to move and win. The object is to drive the King into a corner of the board which is commanded by the Bishop, as he cannot otherwise be mated. Kt-B7 ch B-K4 B-R7 Kt-K5 1 --------- 2 -------- 3 --------- 4 -------- K-Kt sq K-B sq K-K sq K-B sq Kt-Q7 ch K-K6 K-Q6 B-K6 ch 5 --------- 6 -------- 7 --------- 8 -------- K-K sq K-Q sq K-K sq K-Q sq K-B6 B-B7 Kt-Kt7 ch K-B6 9 --------- 10 --------- 11 --------- 12 -------- K-B sq K-Q sq K-B sq K-Kt sq K-Kt6 B-K6 ch Kt-B5 B-Q7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R sq K-Kt sq Kt-R6 ch B-B6 mate 17 --------- 18 --------- K-R sq If, at the fourth move, the black King does not go back to the Bishop’s square, but goes on to the Queen’s square, hoping to cut across to the other black corner of the board, the continuation will be as follows, beginning at White’s fifth move:-- K-K6 Kt-Q7 B-Q3 B-Kt5 5 --------- 6 --------- 7 --------- 8 -------- K-B2 K-B3 K-B2 K-Q sq Kt-K5 Kt-B4 K-Q6 Kt-R5 9 --------- 10 --------- 11 --------- 12 -------- K-B2 K-Q sq K-B sq K-Q sq Kt-Kt7 ch K-B6 Kt-Q6 K-B7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R2 K-R sq B-B4 Kt-B8 ch B-Q5 mate 17 --------- 18 --------- 19 --------- K-R2 K-R sq _=PAWN ENDINGS.=_ There are a great number of these, many being complicated by the addition of Pawns to other pieces. The following example, which is a position that often occurs, should be understood by the beginner:-- Put the black King on K B square; the white King on K B 6, and a white Pawn on K 6. If it is Black’s move, White can win easily; but if it is White’s move it is impossible to win, because whether he checks or not the black King gets in front of the Pawn and either wins it or secures a stale-mate. Put the Pawn behind the King, on K B 5, and White wins, no matter which moves first, for if Black moves he allows the white King to advance to the seventh file, which will queen the Pawn.

What are the children to sleep on, Daughter, daughter, What are the children to sleep on, Gentle sweet daughter o mine? Put them in the pig-sty, Mother, mother, Put them in the pig-sty, Gentle sweet mother o mine. What are the pigs to lie in, Daughter, daughter, What are the pigs to lie in, Gentle sweet daughter o mine? Put them in the washing-tubs, Mother, mother, Put them in the washing-tubs, Gentle sweet mother o mine. What am I to wash in, Daughter, daughter, What am I to wash in, Gentle sweet daughter o mine? Wash in the thimble, Mother, mother, Wash in the thimble, Gentle sweet mother o mine. Thimble won t hold your father s shirt, Daughter, daughter, Thimble won t hold your father s shirt, Gentle sweet daughter o mine. Wash in the river, Mother, mother, Wash in the river, Gentle sweet mother o mine. Suppose the clothes should blow away, Daughter, daughter, Suppose the clothes should blow away, Gentle sweet daughter o mine? Set a man to watch them, Mother, mother, Set a man to watch them, Gentle sweet mother o mine. Suppose the man should go to sleep, Daughter, daughter, Suppose the man should go to sleep, Gentle sweet daughter o mine? Take a boat and go after them, Mother, mother, Take a boat and go after them, Gentle sweet mother o mine. Suppose the boat should be upset, Daughter, daughter, Suppose the boat should be upset, Gentle sweet daughter o mine? Then that would be an end of you, Mother, mother, Then that would be an end of you, Gentle sweet mother o mine. --London Nursemaid, 1876 (A. B.

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At the mention of the second name one from the ring goes into the centre. The two kiss at the end of the verse, and the first child takes the place in the ring, and the game begins again. See All the Boys, Oliver, Oliver, follow the King. Drab and Norr A game similar to Trippit and Coit. --Halliwell s _Dict._ Draw a Pail of Water [Music] --Sporle, Norfolk (Miss Matthews). I. Draw a pail of water For my lady s daughter; My father s a king and my mother s a queen, My two little sisters are dressed in green, Stamping grass and parsley, Marigold leaves and daisies. One rush, two rush, Pray thee, fine lady, come under my bush. --Halliwell s _Nursery Rhymes_, Games, cclxxxvii.

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For instance: The dealer’s partner has the King and two other trumps, and the ace is turned. It is impossible for the pone to make a lone hand, even if he has both bowers, and the ace is bare; for he cannot catch the King, even if his partner leads the trump through it. But if a small trump was turned, the pone might easily make a lone hand with both bowers and the ace. _=TAKING UP.=_ The average expectation of the dealer is something over two trumps, including the turn-up. With more than two trumps, or with two strong trumps, and a reasonably certain trick in a plain suit, the dealer should take up the trump. Three trumps of any size and an ace in plain suits is a strong take-up hand. It is better to take up the trump with only one plain suit in the hand, and small trumps, than with two strong trumps and two weak plain suits. The score will often decide the dealer in taking up the trump. For instance: At 4 all, it is useless to turn anything down unless you have a certain euchre in the next suit, and nothing in the turn-up.

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If he has not the Queen, the Clubs are probably hopeless. The _=coup=_ risks a trick to gain several. Players should be careful not to fall into this trap in the end-game; and it is generally right to hold up the Ace if the circumstances are at all suspicious. _=Tenace Positions.=_ Many expert players will not lead away from a suit in which they hold tenace. Having two suits, one containing a tenace, and the other without it, they will select the latter, although it may be much weaker. It is noteworthy that players who disregard the value of holding a tenace in the opening lead, are well aware of its importance toward the end of the hand. When one player holds tenace over another, the end game often becomes a struggle to place the lead; and players frequently refuse to win tricks in order to avoid leading away from tenaces, or to compel another player to lead up to them. _=Underplay=_ is often resorted to by the Fourth Hand in suits in which the Third Hand has shown weakness. For instance: A small card is led; Third Hand playing the Ten, and Fourth Hand holding A Q J x.

_=Leading Trumps.=_ With strong cards in plain suits, the eldest hand may often lead trumps to advantage if the dealer’s partner has assisted, especially if the turn-up trump is small. It is seldom right to lead trumps if the dealer has taken up the trump of his own accord; but an exception is usually made when the eldest hand holds three trumps, and two aces in plain suits. The best chance for a euchre is to exhaust the trumps, so as to make the aces good for tricks. If the pone has ordered up the trump, the eldest hand should lead trumps to him immediately; but the pone should not lead trumps to his partner if the eldest hand has ordered up at the bridge. If a bower is turned, the dealer’s partner should lead a small trump at the first opportunity. In playing against a lone hand the best cards in plain suits should always be led, trumps never. In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks. _=Second Hand.=_ Play the best card you have second hand, and cover everything led if you can.

Another great change took place in America, where they played for the tricks alone, the honours not being counted at all. Turning the trump from the still pack was first tried by a Welsh baronet, and is mentioned by Southey in his “Letters of Espriella.” This custom was revived for a time by the Milwaukee Whist Club, and is still sometimes seen in Europe under the name of “Prussian Whist.” Altogether we can trace nineteen games which are clearly derived from whist. Duplicate, Drive, and Progressive whist are simply changes in the arrangement of the players and in the methods of scoring. Prussian whist introduces the cutting of the trump from the still pack. Dummy and Double-dummy are simply whist with a limited number of players, necessitating the exposure of one or more hands upon the table. The French game of Mort is dummy with a better system of scoring introduced. Favourite Whist simply changes the value of the tricks in scoring, according to the trump suit. Cayenne and Bridge introduce the first changes of importance.

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Another method is to stack the four circular counters one upon the other at the beginning of the game, and to count a point by placing one of them beside the others; two points by placing another upon the first; three points by placing a third beyond these two, and four points by placing them all in line. [Illustration: Nothing. One. Two. Three. Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five. Or this. Six.