Both these groups, which contain all the King leads, may be easily remembered by observing that the King is always led if accompanied by the Ace or Queen, or both. Beginners should follow this rule for leading the King, regardless of the number of small cards in the suit, unless they hold the sequence of K Q J, and at least two other cards. [Illustration: ๐ฎ ๐ญ ๐ซ ๐ช ๐ค | ๐ ๐ ๐ ๐ ๐ ] From this combination the _=Jack=_ is the usual lead, in order to invite partner to put on the Ace, if he has it, and get out of the way, thus establishing the suit in the leaderโs hand. This is the only high-card combination from which the Jack is led. There is only one combination from which the _=Queen=_ is led, regardless of the number of the small cards. [Illustration: ๐ญ ๐ซ ๐ช ๐ฆ ๐ฅ ] This may be remembered by observing that there is no higher card in the suit than the one led, and that it contains a sequence of three cards, Q J 10. This lead is an indication to the partner that the leader holds neither Ace nor King. There is only one combination from which the _=Ten=_ is led, regardless of the number of small cards. [Illustration: ๐พ ๐ป ๐บ ๐ต ] The Ten led is an indication to partner that both Ace and Queen are against the leader. Combinations from which the _=Ace=_ is led contain at least five cards in suit, or both Queen and Jack.
If the ball falls into the cap, all the boys, except the one into whose cap the ball has fallen, run off. The boy into whose cap the ball has been thrown goes up to it, lifts the ball from it, and calls out Stop! The other boys stop. The boy with the ball tries to strike one of the other boys (fig. 2). If he does so, a small stone is put into the cap of the boy struck. If he misses, a stone is put into his own cap. If the boy who is to pitch the ball into the cap misses, a stone is put into his own cap, and he makes another trial. The game goes on till six stones are put into one cap. The boy in whose cap are the six stones has to place his hand against a wall, when he receives a certain number of blows with the ball thrown with force by one of the players. The blows go by the name of buns.
II. Any three honours, they score two points. III. Only two honours, they do not score. 4. Those players who, at the commencement of a deal, are at the score of four, cannot score honours. 5. The penalty for a revoke (_see_ Law 72) takes precedence of all other scores. Tricks score next. Honours last.
With such a suit as A K Q 2, no one need be told not to begin with the deuce. Whenever a player holds two or more of the best cards of a suit he should play one of them. If he holds both second and third best, playing one of them will force the best out of his way, leaving him with the commanding card. The cards which are recognised by whist players as high, are the A K Q J 10, and if we separate the various combinations from which a player should lead each of them, a study of the groups so formed will greatly facilitate our recollection of them. In the first group are those containing two or more of the best cards. In this and all following notation, the exact size of any card below a Ten is immaterial. [Illustration: ๐ก ๐ฎ ๐ญ ๐ซ | ๐ฑ ๐พ ๐ป ๐ท ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ] So far as trick-taking is concerned, it is of no importance which of the winning cards is first led; but for the past hundred years it has been the custom for good whist players to lead the _=King=_ from all these combinations, in order that the partner may be informed, by its winning, that the leader holds the Ace also. In the second group are those containing both the second and third best, but not the best. [Illustration: ๐ฎ ๐ญ ๐ซ ๐ช | ๐พ ๐ฝ ๐บ ๐ธ ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ] The _=King=_ is the proper lead from these combinations. If it wins, the partner should have the Ace; if it loses, partner should know the leader holds at least the Queen.
Any figure once named cannot be recalled. A player having once passed, cannot come into the bidding again. 36. The survivor of the bidding shall be known as the Player, and shall have the privilege of naming the game to be played; the two other active players being his adversaries. 37. If no bid is made, and Vorhand will not undertake to play any game against the two others, they must play Ramsch. ANNOUNCEMENTS. 38. The player, if he does not use the skat cards, may announce any suit for the trump, or he may play a Grand or Nullo. 39.
_=The American Game.=_ When a gammon or backgammon counts you nothing more if you win it, and costs you nothing more if you lose it, the tactics of the game are entirely changed. It is folly to take any risks for the sake of a gammon, and any plays which leave unnecessary blots are very bad; for which reason the three throws shown in the foregoing diagram would be absurd in the American game. On the other hand, you may risk being gammoned, or even backgammoned, if it is the only way to save the game. An Englishman cannot take this risk, for he might lose a triple game in attempting to save a single. Secure the five point in your own and your adversaryโs home table as soon as possible, and then the bar and four points. After the first few throws the player should take a general survey of the board, in order to see whether he is ahead or behind, or if he has any advantage of position. He must then decide whether he will play a _=backward=_ or a _=forward=_ game. A glance at the relative positions of the men will usually show if one side is much more advanced than the other, without going into any minute calculations as to how many points nearer home one side _may_ be. If, at the beginning of the game, one player makes two or three large throws in succession, while his adversary gets small throws only, the latter will have little chance of winning the game simply by running for home, whereas the formerโs best chance will be to follow up his early advantage and get home as fast as possible.