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_=DUPLICATE BRIDGE.=_ This is bridge with the hands kept separate and put into trays to be carried from table to table. The methods will be found fully described under the titles for duplicate whist. In order to prevent the players from giving too much attention to the honours in declaring, it is sometimes the rule to add a certain number of points to the trick scores, as a bonus. This is called _=Bridge to the Score=_. Four deals is a round, before changing adversaries, and fifty points are added to the score of the side having the greater trick score. Another method is to add fifty points to the side winning a game, if a game is won before moving, and then to add a definite number of points for every trick point that one side may be ahead of the other on unfinished games; or as many points as the higher score below the line. None of these methods have proved attractive enough to be popular, however, although the first is the one commonly adopted for club tournaments, adding fifty points bonus for the higher trick score, regardless of any games or rubbers. All the additions of percentages require special score cards and the services of some alleged expert to run the game, and even then they are not attractive. The problem of duplicate bridge remains as yet unsolved, so far as a popular game is concerned.

The beginner is too apt to discard hearts at every opportunity; but a little experience will teach him that even a 3 in a plain suit may be a better card to part with. The most important thing in discarding is to reduce the odds against your winning the pool. Let us suppose that you have the A K Q of a plain suit. It is 5⅛ to 1 that you get a heart if this suit is led a third time. If you can get a discard, the odds are at once reduced to 2 to 1 in your favour, that being the probability that you will escape, even if you have to win two rounds. This is a very large percentage, and should never be lost sight of. If you have a choice between two discards, one being from the K Q J 2 of hearts, and the other from the K Q J of a plain suit, select the plain suit. You can improve your chances little or none in the hearts, while you not only bring the odds to your side in the plain suit, but secure a chance of discarding on the third round of it. Following the same principle, it is evidently good play to discard from a suit which has been led once or twice, if you have a dangerous card or cards in it. Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead.

To be perfect in any one opening a person must know at least five hundred variations by heart; but if he finds himself caught in a variation which he does not remember, or has never learned, he should trust to good judgment rather than to defective memory. _=The End Game=_ usually resolves itself into one of four well-known positions. These four positions are those in which there is a win for one side or the other owing to the peculiar position occupied by the opposing forces, although they may be numerically equal. Every checker player must know these four positions thoroughly, or he may abandon many a game as drawn which he could win, and may lose many a game which he could draw. These four positions are here given as they are usually found in the books, but the player must be able to recognize at once any position which resembles them, or can be made to lead up to them. The student will find many games marked as “won” in which he cannot see any winning position unless he is familiar with the four endings. The expert strives to exchange his men so as to bring about one of these positions, after which he knows he has a won game, although his less skilful adversary may be unconscious of his advantage. [Illustration: _=First Position.=_ Black to move and win. WHITE.

If the Tenter is thus caught tripping, the prisoner can escape from the Den. If during the progress of the game one of the boys out at field runs through the Den shouting Relievo without being caught by the Tenter, the prisoner is allowed to escape, and join his comrades at field. If one of the boys out at field is tired, and comes to stand by the side of the Den, he is not allowed to put his foot into the Den. If he does so the prisoner calls out, There are two Tenters, and escapes if he can (fig. 3). When all the boys out at field have been caught and put into the Den, the process is reversed--the boys who have been, as it were, hunted, taking the place of the hunters. Sometimes the cry is Delievo, and not Relievo. One or two variations occur in the playing of this game. Sometimes the Tenter, instead of standing with one foot in the Den, stands as far off the prisoner as the prisoner can spit. The choosing of sides is done by tossing.

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” If a player makes the trump out of turn, his adversaries may consult as to the propriety of demanding a new deal. _=METHOD OF PLAYING.=_ The trump suit, grand, or nullo having been announced, the player on the dealer’s left begins by leading any card he pleases, and the others must all follow suit if they can. The penalty for a revoke is the loss of three tricks; or the value of three tricks in points; or the addition of a like amount to the adversaries’ score. The side making a revoke cannot win the game that hand, no matter what they score; but they may play the hand out, and count all they make to within one point of game, or 9. Revoking players cannot count points for slams. The rules for cards played in error, leading out of turn, and all such irregularities, are the same as in Whist. The last trick turned and quitted may be seen. The methods of gathering and stacking the tricks is the same as at Whist. _=OBJECTS OF THE GAME.

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They march and sing the first four lines, then the fifth line, when they stand and begin again as before. (_c_) Miss Burne suggests a connection with the old pack-horses. Mr. Addy (_Sheffield Glossary_) gives the first two lines as a game. He says, The first horse in a team conveying lead to be smelted wore bells, and was called the bell-horse. I remember when a child the two first lines being used to start children a race (A. B. G.). Chambers (_Pop.

[Illustration: 4 3 2 1 O O O O ] The pins are spotted as above. Three balls (not exceeding 6 inches in size) are allotted to each inning. Each pin counts as spotted, and only one pin can be made at a time; if more than one pin is made with one ball, it is termed a break, and the player loses that inning and scores nothing. There are no penalties. The dead wood must be removed. Any pins knocked down through the dead wood remaining on the alley cannot be placed to the credit of the players. TEN PINS--HEAD PIN OUT. ALSO KNOWN AS AMERICAN NINE PINS. [Illustration: O O O O O O O O O ] The pins are set as in the diagram. Ten innings constitute a game.

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The special feature of the rhymes is that considerable difficulty occurs in the building of the bridge by _ordinary_ means, but without exactly suggesting that extraordinary means are to be adopted, a prisoner is suddenly taken. The question is, What does this indicate? Looking to the fact of the widespread superstition of the foundation sacrifice, it would seem that we may have here a tradition of this rite. So recently as 1872, there was a scare in Calcutta when the Hooghly Bridge was being constructed. The natives then got hold of the idea that Mother Ganges, indignant at being bridged, had at last consented to submit to the insult on condition that each pier of the structure was founded on a layer of children s heads (Gomme s _Early Village Life_, p. 29). Formerly, in Siam, when a new city gate was being erected, it was customary for a number of officers to lie in wait and seize the first four or eight persons who happened to pass by, and who were then buried alive under the gate-posts to serve as guardian angels (Tylor s _Primitive Culture_, i. 97). Other instances of the same custom and belief are given in the two works from which these examples are taken; and there is a tradition about London Bridge itself, that the stones were bespattered with the blood of little children. Fitzstephen, in his well-known account of London of the twelfth century, mentions that when the Tower was built the mortar was tempered with the blood of beasts. Prisoners heads were put on the bridge after execution down to modern times, and also on city gates.

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All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke. _=3.=_ Before making any other stroke except the opening stroke the player must _distinctly_ call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it. Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays. Should he call more than one ball he must pocket all the balls he calls, otherwise none of them can be counted for him. _=4.=_ After the opening stroke each player must either pocket a ball, make an _object_-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them. _=5.

| |birds will sing. | | 36.| -- | -- | -- | | 37.|We ll all clap hands | -- |We ll clap hands | | |together. | |together. | | 38.| -- |With princes for his | -- | | | |thegan. | | | 39.| -- | -- | -- | | 40.| -- | -- | -- | | 41.

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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.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as in Whist. Tricks should be carefully stacked, there being the same penalties as in Boston for calling attention to the score. The methods of playing misères and spreads have already been described in connection with Boston. When piccolissimo is played, the moment the single player takes more than one trick the hands are thrown up, and the stakes paid.

Any two cards of the same denomination. Pairs Royal, any three cards of the same denomination. Partie, F., a game which requires a number of deals to decide it. Pass, to decline any undertaking in a game. Passe, F., the numbers from 19 to 36 at Roulette. Pat Hands, those which are played without discarding or exchanging any of the cards originally dealt. Pausirenden, G., one who shares in the fortunes of the game, although not actually playing, as the dealer in four-handed Skat.

F. 1.F.1. Project Gutenberg volunteers and employees expend considerable effort to identify, do copyright research on, transcribe and proofread works not protected by U.S. copyright law in creating the Project Gutenberg™ collection. Despite these efforts, Project Gutenberg™ electronic works, and the medium on which they may be stored, may contain “Defects,” such as, but not limited to, incomplete, inaccurate or corrupt data, transcription errors, a copyright or other intellectual property infringement, a defective or damaged disk or other medium, a computer virus, or computer codes that damage or cannot be read by your equipment. 1.F.

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When to order up; when to assist; when to take up; when to play alone; and what to make the trump if it is turned down. His decision in each case will be governed largely by his position at the table, and by the score. The following suggestions are for four players, two being partners against the other two, and playing without the Joker; that being the most common form of the game. The general principles underlying these suggestions for the four-handed game will be found equally valuable in any form of Euchre. _=ORDERING UP.=_ Although probabilities are of little practical value in Euchre, it may be well to remember that there are nine cards in the trump suit; but as only two-thirds of the pack is dealt out, the average number of trumps among four players will be six. Of these, the dealer always has the advantage of being sure of one more than his share, and it is safe to reckon upon the dealer to hold at least two trumps. He may also be counted for a missing suit, for he will discard any losing card of an odd suit when he takes up the trump. _=The Eldest Hand=_ should not order up the trump unless he has such cards that he is reasonably certain of three tricks without any assistance from his partner, and cannot be sure of two tricks if the trump is turned down. When he holds one or two bowers, especially if he has cards of the next suit; that is, the suit of the same colour as the turn-up, he should always pass; because if the dealer takes it up he will probably be euchred, and if he turns it down, the eldest hand will have the first say, and can make it next.

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. In Cayenne, the dealer and his partner have the privilege of changing the trump from the suit turned up; in Bridge they name the trump suit without any turn-up, and play the hands as at dummy. In Boston, and Boston de Fontainebleau, in addition to making the trump suit instead of turning it up, further departures are introduced by naming the number of tricks to be played for, allowing the player to take all or none without any trump suit, and by ‘spreading’ certain hands, without allowing the adversaries to call the exposed cards. French and Russian Boston are simply varieties of Boston. Solo Whist is an attempt to simplify Boston by reducing the number of proposals and the complications of payments, and eliminating the feature of ‘spreads.’ Scotch Whist introduces a special object in addition to winning tricks--catching the ten of trumps; that card and the honours having particular values attached to them. This variety of whist may be played by any number of persons from two to eight; and its peculiarity is that when a small number play, each has several distinct hands, which must be played in regular order, as if held by different players. Humbug Whist is a variety of double-dummy, in which the players may exchange their hands for those dealt to the dummies, and the dealer may sometimes make the trump to suit himself. German Whist is played by two persons, and introduces the element of replenishing the hand after each trick by drawing cards from the remainder of the pack until the stock is exhausted.

This custom was continued in sport as one of the ceremonies to be gone through after the marriage was over, long after the custom itself was discontinued. For an instance of this see a Rural Marriage in Lorraine, in _Folk-lore Record_, iii. 267-268. This ordeal occurs in more than one folk-tale, and it usually accompanies the incident of a youth having travelled for adventures, sometimes in quest of a bride. He succeeds in finding the whereabouts of the coveted girl, but before he is allowed by the father to take his bride away he is required to perform tasks, a final one being the choosing of the girl with whom he is in love from among others, all dressed alike and disguised. Our bridal veil may probably originate in this custom. In the ballad from which Mr. Newell thinks the game may have originated, a maid has been given in marriage to another than her chosen lover. He rides to the ceremony with a troop of followers; the bride, seeing him approach, calls on her maidens to take off her gold crown and coif her in linen white, to test her bridegroom s affection. This incident, I think, is not to test affection, but the ordeal of recognising his bride, however disguised, and the fact that the hero at once recognises his love, mounts with her on horseback, and flees to Norway, may be considered to support my view.

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A revoke may be corrected by the player making it before the trick in which it occurs has been turned and quitted. The card played in error must be left face up on the table, and must be played when demanded by the adversaries, unless it can be got rid of previously, in the course of play. In America, the revoke penalty is two tricks. _=The Honours=_ are the four highest trumps, A, K, Q, and J; and _=after tricks have been scored=_, partners who held three honours between them are entitled to count two points towards game; four honours counting four points. If each side has two honours, neither can count them. It is not enough to score them; after the last card has been played, they must be claimed by word of mouth. If they are not claimed before the trump is turned for the following deal, they cannot be scored. Partners who, at the beginning of a deal, are at the score of four, cannot count honours; they must get the odd trick to win the game. Should one side be out by tricks, and the other by honours, the tricks win the game, the honours counting nothing. _=Rubber Points.

She s gone, then, he said huskily. Who done it? Fowler Smythe, I said bitterly. A snake within the Lodge. You might try to stop him. But your partner, Rose, is the real crook. Get the doc, then tie up Rose. She s gone, he insisted. Nerve poison kills right now. He s right, Billy Joe, Pheola said softly. I m going numb all over.

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There is no rule about driving two balls to the cushion on the opening shot. When all the red balls but one are pocketed, the red and white balls are used as cue balls alternately. If there are only two players, and only two balls on the table, the red and white, if either player makes a miss or goes in the pocket himself, that ends the game; but if there are more than two players another red ball is spotted, as in the American game. The baulk line is no protection, a player in hand being allowed to play on any ball on the table, even if it is behind the D. SHELL OUT. This game should not be confounded with Black Pool. It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling to each of the others, instead of putting a ball back on the table. The last ball pays double.

--Jamieson. See Ball. Call-the-Guse This game is supposed by Jamieson to be equivalent to Drive the Goose, and the game seems to be the same with one still played by young people in some parts of Angus, in which one of the company, having something that excites ridicule unknowingly pinned behind, is pursued by all the rest, who still cry out, Hunt the Goose! --Jamieson. Camp A game formerly much in use among schoolboys, and occasionally played by men in those parts of Suffolk on the sea coast--more especially in the line of Hollesley Bay between the Rivers Orwell and Alde, sometimes school against school, or parish against parish. It was thus played: Goals were pitched at the distance of 150 or 200 yards from each other; these were generally formed of the thrown-off clothes of the competitors. Each party has two goals, ten or fifteen yards apart. The parties, ten or fifteen on a side, stand in line, facing their own goals and each other, at about ten yards distance, midway between the goals, and nearest that of their adversaries. An indifferent spectator, agreed on by the parties, throws up a ball, of the size of a common cricket-ball, midway between the confronted players, and makes his escape. It is the object of the players to seize and convey the ball between their own goals. The rush is therefore very great: as is sometimes the shock of the first onset, to catch the falling ball.

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When two or more fail on successive deals the pool increases with surprising rapidity. A player at twenty-five cent Loo has been known to lose $320 in three consecutive deals. _=DEALING.=_ The pack having been properly shuffled and cut, the dealer gives three cards to each player, one at a time in rotation, beginning on his left. The first deal, and every deal in which the pool contains only the three red counters put up by the dealer, is known as a _=simple=_, and no trump card is turned up until one or two tricks have been played to. If there are more than three red counters in the pool, it is known as a _=double=_, and an extra hand must be dealt for the _=widow=_, and after all have been helped, the next card in the pack is turned up for a trump. The dealer gives cards to the widow just before helping himself in each round. _=Irregularities in the Deal.=_ If the pack is found to be imperfect, or any card except the trump is found faced in the pack, the same dealer must deal again without penalty. If the dealer neglects to have the pack cut; reshuffles it after it has been properly cut; deals a card incorrectly and fails to correct the error before dealing another; exposes a card in dealing; gives any player too many or too few cards; or deals a wrong number of hands, it is a misdeal, and he loses his deal, and forfeits three red counters to the current pool.

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OPENINGS. | PLAYER. | PLAYED.| WON BY | TOTAL +----+-----+-----+ | FIRST | GAMES |WON.|LOST.|DREW.| | PLAYER. | PLAYED. ---------------------+----+-----+-----+--------+---------+--------- Ruy Lopez |145 |103 | 58 | 306 | 57 | 20 Queen’s Pawn(a) | 97 | 63 | 39 | 199 | 48 | 13 French Defence | 84 | 48 | 39 | 171 | 60 | 11 Vienna | 47 | 34 | 15 | 96 | 57 | 6 Sicilian Defence | 40 | 29 | 10 | 79 | 57 | 5 King’s Gambit | 36 | 32 | 11 | 79 | 52 | 5 Giuoco Piano | 36 | 32 | 10 | 78 | 52 | 5 Evans | 34 | 20 | 12 | 66 | 61 | 4 Irregular | 29 | 31 | 14 | 74 | 49 | 5 Scotch | 22 | 26 | 9 | 57 | 47 | 4 Zukertort | 23 | 17 | 11 | 51 | 56 | 3 Two Knights Defence | 16 | 20 | 10 | 46 | 46 | 3 Staunton’s | 19 | 15 | 5 | 39 | 55 | 3 Fianchetto | 13 | 14 | 2 | 29 | 48 | 2 Petroff Defence | 15 | 9 | 3 | 27 | 61 | 2 Centre Gambit(b) | 11 | 11 | 4 | 26 | 50 | 2 Philidor Defence | 8 | 9 | 3 | 20 | 47 | 1 Miscellaneous | 22 | 29 | 6 | 57 | 44 | 4 +----+-----+-----+--------+---------+--------- Total |697 |542 | 261 | 1500 | | ---------------------+----+-----+-----+--------+---------+--------- The first player won 55.2 per cent.