The first to get rid of all his cards gets a chip from each of the others for each card they hold. JASS. This is popularly supposed to be the progenitor of the American game of pinochle, and is still very popular in Switzerland. _=CARDS.=_ Jass is played with the thirty-six card pack, the 5 4 3 2 of each suit being thrown out. The cards rank from the A K Q down to the 6, both in cutting and in play. The cards have a pip value in scoring, aces 11, tens 10, kings 4, queens 3 and jacks 2. In the trump suit, the jack is the highest card, and is worth 20 points instead of 2. The nine of trumps comes next, being worth 14 points, and is called “Nell.” The remaining trumps rank as in plain suits.

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. Blind Nerry Mopsy.

-+ ] In Diagram No. 11, if you count up the men on either your own or your adversary’s system, you will find that the number is even, and as you have not the move you should force an exchange immediately, which will give it to you, and win the game. Every single exchange of man for man _=changes the move=_ when only one of the capturing pieces remains on the board, and the following rule is given for ascertaining how proposed exchanges in complicated positions will affect the move:--The capturing pieces of both black and white in both systems must first be added together, and if the number agrees--in the matter of being odd or even--with that of the number of captured pieces in each system, the move will not be changed; but if one number so found is odd, and the other is even, the move will be changed. ILLUSTRATIVE GAMES. The asterisk shows the losing move. +-----------------------+-------------------------------+ | Play with Black Men. | Play with White Men. | +-------+-------+-------+-------+-------+-------+-------+ | _1_ | _2_ | _3_ | _4_ | _5_ | _6_ | _7_ | +-------+-------+-------+-------+-------+-------+-------+ | 11-15 | 11-15 | 10-15 | 11-15 | 11-15 | 11-15 | 10-15 | | 22 18 | 23 19 | 22 18 | 24 20 | 22 18 | 23 19 | 23 18 | | 15-22 | 8-11 | 15-22 | 8-11 | 15-22 | 8-11 | 12-16 | | 25 18 | 22 17 | 25 18 | 28 24 | 25 18 | 26 23 | 21 17 | | 8-11 | 3- 8 | 6-10 | 4- 8 | 8-11 | 4- 8 | 16-19 | | 29 25 |*17 14 | 29 25 | 23 19 | 29 25 | 30 26 | 17 14 | | 4- 8 | 9-18 | 10-15 |* 9-13 | 4- 8 |* 9-13 | 9-13 | | 24 20 | 21 17 |*25 22 | 20 16 | 24 20 | 19 16 | 24 20 | | 10-15 | 18-22 | 15-19 | 11-20 | 10-15 | 12-19 | 8-12 | | 25 22 | 25 18 | 23 16 | 22 17 | 25 22 | 23 16 | 25 21 | | 12-16 | 15-22 | 12-19 | 13-22 |* 9-13 | 11-20 | 12-16 | |*27 24 | 26 23 | 24 15 | 25 4 | 20 16 | 22 17 | 21 17 | | 15-19 | 5- 9 | 9-14 |W wins.| 12-19 | 13-22 | 4- 8 | | 24 15 | 17 13 | 18 9 | | 23 16 | 25 4 | 29 25 | | 16-19 | 11-15 | 11-25 | | 11-20 |W wins.| 6- 9 | | 23 16 | 23 18 |B wins.

=_ The eldest hand begins by leading any card he pleases, and the others must follow suit if they can. The highest card played, if of the suit led, wins the trick, and the winner takes it in and leads for the next trick. The player winning the first trick must pay for it immediately, to avoid disputes. The tricks which are neither the first nor the last have no value, unless they contain the club Queen, which must be paid for as soon as it is taken in. There is a good deal of play in manœuvring to get rid of cards which might win the last trick, or which would take in the club Queen. The Ace and King of clubs are of course dangerous cards, and unless the player holding them has small cards enough to make him safe in that suit, he should be on the alert for opportunities to discard. POLIGNAC. QUATRE-VALETS, OR FOUR JACKS. _=Cards and Players.=_ When Polignac is played by four persons, a Piquet pack is used, and eight cards are dealt to each player, 3-2-3 at a time.

_=Time.=_ On account of the great number of combinations possible at Rubicon Bézique, it is very seldom that a player succeeds in scoring everything he holds. He is allowed to count the cards remaining in the talon, provided he does not disturb their order. This count is often important toward the end of the hand. For instance: You know from the cards you hold, and those played, that your adversary must have in his hand the cards that will make a double bézique on the table into a triple bézique, which would give him 1500 points. If, on counting the stock, you find only six cards remain, and you have three certain winning trumps to lead, you can shut out his 1500 by exhausting the stock before he can win a trick. _=Irregular Announcements.=_ If a player announces a combination which he does not show; such as fours, when he has only three, which he may easily do by mistaking a Jack for a King, _his_ adversary can compel him not only to take down the score erroneously marked, but to lead or play one of the three Kings. A player may be called upon to lead or play cards from other erroneous declarations in the same manner; but if he has the right card or cards in his hand, he is permitted to amend his error, provided he has not drawn a card from the stock in the meantime. _=The Last Nine Tricks.

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The game is usually 121 points up, or twice round the board, and only one player on each side keeps the score. Five cards are dealt to each player, one at a time, and one of these is discarded from each hand to form the crib, leaving four cards with which to play. The right-hand adversary of the dealer cuts for deal; the left-hand adversary for the starter. The eldest hand plays first, and all pairs, sequences, and fifteens are scored by the side making them. If a player says “go,” his left-hand neighbour must play, or pass the go to the next player on his left. In this way it may pass entirely round the table to the last player, who will then peg for it. At this game there is a great deal more in the play than in either hand or crib. The average hand and crib is the same as at six-card Cribbage, 7 for the hand and 5 for the crib, but the play for the partners will run to 8 or 10 holes. Either side should be at home with 48 to 50 on two deals; four individual hands of 7 each, four plays of five each, and one crib of 5. SEVEN-CARD CRIBBAGE.

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Try it and I ll rip the retinas off your eyeballs the way you d skin a peach! He recoiled as though I were a Puff Adder. The other bouncer let go of me, too. I skidded in the slippery sawdust, scared half to death, but got my back against a wall just as the stick-man who had slugged me lost his orientation completely and fell to his knees in the sawdust. It would be some minutes before his vision started dribbling back. * * * * * The click of the door latch broke the silence. One of the other stick-men eased himself in, holding the door only wide enough to squeeze past the jamb. Don t give the suckers a peek at the seamy side. They might just take their money to the next clip joint down the street. He didn t look like the others, somehow. He was older, for one thing.

Every ball delivered, unless it be declared a dead ball by the umpire, shall be counted against the player. Pins which are knocked down by another pin rebounding in the play from the side partition or rear cushion are counted as pins down. Pins which are knocked down or displaced from any cause except by a fairly delivered ball shall in all cases be respotted. Should a player by mistake roll on the wrong alley, or out of his turn, or be interfered with in his play by another bowler or spectator, or should any of the pins at which he is playing be displaced or knocked down in any manner before his delivered ball reaches the pins, or should his ball come in contact with any foreign obstacle on the alleys, then the ball so delivered by him shall be immediately declared a dead ball by the umpire, and such ball shall not count, and shall be immediately re-rolled by the player after the cause for declaring such ball dead has been removed. Pins which are knocked down by a fair ball, and which remain lying on the alley or in the gutters, are termed dead wood, and shall be removed before the next ball is rolled. Should a standing pin fall by removing dead wood, such pin or pins shall be at once respotted. Should a pin be broken or otherwise badly damaged during the game, it shall be at once replaced by another as nearly uniform with the set in use as possible. The umpire shall in all such cases be the sole judge in the matter of replacing such pin or pins. Each player shall roll two balls in each frame except when he shall make a strike, or when a second strike or spare is made in the tenth frame, when the player shall complete that frame by rolling a third ball. In such cases the frame shall be completed on the alley on which the first strike or spare is made.

 . After supper must they begin to pipe and daunce again of anew. And though the young persons come once towards their rest, yet can they have no quietness. --1575 edit., fol. 59, rev. 60. Edward L. Rimbault, writing in _Notes and Queries_, vi. 586, says it was formerly the custom at weddings, both of the rich as well as the poor, to dance after dinner and supper.

Working with the cashier, who hadn t even taken time to shave after getting his orders from the Federal Reserve Bank, I went over their stock of thousand dollar bills, as Pheola had PC d I would, and marked down the edges of the stacks with grease pencil. Mostly I did it to make my grip firmer. When the time came, I could make that money jump. Pheola let me get her a cocktail dress in one of the women s shops. The right dress helped, but more steaks would have helped even more. I ll bet I put five pounds on her that day. She was one hungry cropper. Hungry and sniffly. We idled away the afternoon and waited until nearly midnight to go back to the Sky Hi Club. Action is about at its peak then, and if the cross-roader had been tipping dice again, as they suspected, they would have had time to notice which table wasn t making its vigorish.

--Warwick (from a little girl, through Mr. C. C. Bell). II. He was a jolly, jolly sailor boy, Who had lately come ashore; He spent his time in drinking wine As he had done before. Then we will have a jolly, jolly whirl, Then we will have a jolly, jolly whirl, And he who wants a pretty little girl Must kiss her on the shore. --Forest of Dean, Gloucestershire (Miss Matthews). III. Here comes one jolly sailor, Just arrived from shore, We ll spend our money like jolly, jolly joes, And then we ll work for more.

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But before I write anything of Colonel Sykes suggestions about these, let me say a word or two about Kriegspiel country. The country for Kriegspiel should be made up, I think, of heavy blocks or boxes of wood about 3 x 3 x 1/2 feet, and curved pieces (with a rounded outline and a chord of three feet, or shaped like right-angled triangles with an incurved hypotenuse and two straight sides of 3 feet) can easily be contrived to round off corners and salient angles. These blocks can be bored to take trees, etc., exactly as the boards in Little Wars are bored, and with them a very passable model of any particular country can be built up from a contoured Ordnance map. Houses may be made very cheaply by shaping a long piece of wood into a house-like section and sawing it up. There will always be someone who will touch up and paint and stick windows on to and generally adorn and individualise such houses, which are, of course, the stabler the heavier the wood used. The rest of the country as in Little Wars. Upon such a country a Kriegspiel could be played with rules upon the lines of the following sketch rules, which are the result of a discussion between Colonel Sykes and myself, and in which most of the new ideas are to be ascribed to Colonel Sykes. We proffer them, not as a finished set of rules, but as material for anyone who chooses to work over them, in the elaboration of what we believe will be a far more exciting and edifying Kriegspiel than any that exists at the present time. The game may be played by any number of players, according to the forces engaged and the size of the country available.